[tutreq] Changin Animations On Playermodels

CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
<div class="IPBDescription">From another mod to NS</div> hi,
I just converted some akimbo weapons for LMG and HG. Now I want to hold the player model the weapons "akimbo-style" (3rd person view). I thought of using the Sven Co-op Uzi animations for that. But now... How do I change the animations that they fit the NS skeletton? Sorry but I'm a n00b at this... But I really want to lern how... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

/edit: argh... typo at the topic <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

Comments

  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Wasn't there something like this with the Smartgun animations.

    See if the Converting a Player model to have Smartgun animations helps...
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    tried that already... but this only works when the skeletton is the same <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • SneakiestSneakiest Join Date: 2004-01-01 Member: 24950Members, Constellation
    Technicly that isn't possible as weapon skeleton differ from the Mod's... plus using another Mods animations on NS hands is possible, but one hell of a pain in the ****... plus that would mean uber fast animations!... either use Sven-coops hands with the designated guns, or NS hands with one of the akimbos... otherwise it's just too complex...
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    It's very hard to do accurately
    Why:
    #1: Most mods use different bone structures
    #2: The bones don't have the same names
    #3: Animations are synced for their mod's code, so ingame, you could be reloading a magazine real fast or have the anim stop mid way cuz you can start firing again.

    Solution: slap the NS hands on the original model and tweak the FPS # in the .qc file
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