One hand wield for one handed guns

Post » Sat Feb 19, 2011 6:50 am

Also, part of the 'fix' I'm doing with the current Rifle animations is adding the "moving gun parts" bones from the different guns into all the available animations, so that you can assign, say, a Hunting shotgun with 'semi automatic (attack left)' animations and still see the important gun parts move (like the ejection port).


I don't know if it could/would be achieved with what you're talking about doing there (I don't know that much about how the weapon animations work), but it would be great to have machine pistols that cycle properly (the slide moves with each shot) when fired in full auto. I certainly missed having that in WMK. ;)

You're doing fantastic work here by the way.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Sat Feb 19, 2011 4:59 am

@Antistar
How I figured it out was sorta accidental. I used the laser rifle (since it's already finished) to test the marksman carbine (simple nifskope animation tweak set as a 2 hand automatic 'attack3' animation, from 2handrifle attack4 animation) then while I was testing, I already knew the ejection port wasn't moving. Then I figured, if I copy the gun parts bones from the assault carbine animation into the renamed laser rifle animation, it might work.

So I did that, tested it and it works. I then tried it with the "This Machine" 2hrattackleft semi auto animation, copied over the shotgun ejection port bone animations, tested it with "Dinner Bell" and it works too, so I decided I'll keep Dinner Bell semi auto to make it more unique. "This Machine" was unaffected by the animation tweak because it doesn't have the necessary bones to animate the shotgun ejection port. Similar to the Sniper Rifle and Service Rifle vanilla "2haattackleft" animation, it's got both the sniper rifle gun parts bones and service rifle gun parts bones in it.

ADD:
Okay I tested it with smg loop animation. Basically, I copied over (not copy paste, more like typing in the data from one to another) gun part bones from semi automatic pistols (attackright) that's either named 'Hammer' 'Slide' 'Bar' or 'Trigger' over to the attackloop animation and tested the 9mm, 10mm, and 12.7mm shooting full auto and it works. I will update the remaining smg animations and the smg 1st person animation when I'm finished with rifles.
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Sat Feb 19, 2011 11:43 am

ADD:
Okay I tested it with smg loop animation. Basically, I copied over (not copy paste, more like typing in the data from one to another) gun part bones from semi automatic pistols (attackright) that's either named 'Hammer' 'Slide' 'Bar' or 'Trigger' over to the attackloop animation and tested the 9mm, 10mm, and 12.7mm shooting full auto and it works. I will update the remaining smg animations and the smg 1st person animation when I'm finished with rifles.


Awesome. :) No changes needed to the weapon nif files, then? You just use the edited animations?
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Sat Feb 19, 2011 5:38 am

Awesome. :) No changes needed to the weapon nif files, then? You just use the edited animations?


No changes to the weapon nif necessary. Just setting the gun to attackloop in GECK make all the appropriate gun parts move accordingly.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Sat Feb 19, 2011 7:05 am

Nice; looking forward to it. :)
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Sat Feb 19, 2011 11:22 am

http://newvegasnexus.com/downloads/file.php?id=38527
v1.3

---------------------------
Changelog version 1.3
---------------------------

General:
- new rifle animations included as a package
- fixed magnum firing recoil animation is now default
- refined magnum firing animations while crouching
- plasma rifle animation has a 'recharge' sound fx added to it

Modders:
- handgun automatic fire (attackloop) animation now includes pistol slide mechanism for animating handguns
- long rifle semi automatic fire (2hrattackleft) is now compatible with hunting shotgun, shotgun mechanisms should animate accordingly.
- pistol grip rifle animations (2handautomatic) can now be used for most types of pistol grip rifle meshes. rifle mechanisms should animate accordingly.
- lightmachinegun and riot shotgun share the same mechanism "##riotMechanism" which prevents both guns to use the same animations. I added a fix by adding "##lmgMechanism" animations that animate lightmachinegun mechanism, different from the riot shotgun mechanism. In order for the fix to work, the lightmachinegun's .NIF file must be modified, by changing its ##riotMechanism node to ##lmgMechanism.


---------------
What's Next:
---------------
- Rifle Sneak animations Coming Soon
- 2handautomatic reload animation fix being worked on
- Bonus animation files as Modder's Resource Coming Soon:
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Sat Feb 19, 2011 5:27 am

So awesome that you're continuing to work on this... looking forward to seeing both where this goes, and what other modders end up doing with this. (Properly animated machine pistols? HORRAY!)
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Sat Feb 19, 2011 1:20 am

I won't stop until I've implemented everything I want to implement, or I grow tired of it, whichever comes first :P

anyway, I totally forgot to add the 1stperson animations for rifles (nothing changed with the animation movements, it's just the new ones I got includes the rifle mechanism bones to make rifle meshes compatible with most of the animations). So at the moment, the only compatibility is with 3rd person animations, using, say, automatic fire with the riot shotgun in 1st person will be problematic as vanilla animations.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Sat Feb 19, 2011 2:39 am

I have a request from if you do not mind since you know to make new animations i was wondering if you could come up with unarmed one the ones they have now are good but i was wonder if you could come up with some you are really good at what you do man really good i was just hoping for that .
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Sat Feb 19, 2011 4:43 am

Actually, after I uploaded the handgun animations, my next step was to do the unarmed animations (I thought the rifle animations looked 'fine' compared to unarmed combat) but most people suggested that I do the rifles. I want to do the unarmed combat animations but I need to make sure everything I want to implement with pistols and rifles are in place, first.
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Sat Feb 19, 2011 11:10 am

Cool Cool man if you need any suggestion man on the unarmed stuff you can ask i bee around fighters all my life uncles cousin married into a family with fighter i use to be a fighter my self man. But man you been putting in work for over a month on the animations you doing your thing man, i want to offer up and apology on too man i go by nocternel on nexus man i hope i did not come off as a annoying fan who wanted to use your mod man i was diggin it a whole lot and i was feeling and i could not go too sleep when you posted the new rifle animations up and i could not install that is all if i came off harsh sorry.
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Sat Feb 19, 2011 12:40 am

@noccosirus
hey don't worry about it. I was not offended in any way. I was just explaining to you guys that a .fomod file is just a renamed .rar file and why some folks seem to be turned off by it boggles my mind lol.
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Sat Feb 19, 2011 10:12 am

http://newvegasnexus.com/downloads/file.php?id=38527
------------------------------
Changelog version WAR1.4
------------------------------

General:
- rifle sneak animations added
- rifle first person animations added
- rifle locomotion animations added
- rifle equip animations added
- refined hipshot animations for rifles to be less shaky
- tweaked antimateriel rifle aimed shot animation

Modders:
- rifle first person animation now include gun mechanism bones for mesh/animation cross-compatibility

EDIT:
Okay, I reuploaded the file, v 1.4b, with a tweaked first person animation for rifles, Gauss Rifle shouldn't coverup the center portion of the screen now.
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Sat Feb 19, 2011 1:43 am

The assault rifles are way to high up when you walk with them, you see the stock in the screen when you in reality should not...the stock should only reach chest hight.

Keep up the good work!
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Sat Feb 19, 2011 12:12 pm

Could the breath bobbing for rifle aiming in 3rdperson be toned down? It was like my char was taking deep breaths when aiming down sights.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Sat Feb 19, 2011 3:40 am

@Ceano
I agree, however, the 'Riot Shotgun' would totally disappear in first person if I position it lower.

@MadCat221
You mean the standing animations for 3rd person? yeah, it's still using the vanilla spine animations. I can tone it down, similar to the sneak animations I did for rifles. It will be included with the next update, along with fixed 3rd person reload animations for 2hautomatics and maybe a few modder's resource animations (2hrifle loop animations, 2hautomatic pump action animations, etc..)
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Sat Feb 19, 2011 1:03 pm

@Ceano
I agree, however, the 'Riot Shotgun' would totally disappear in first person if I position it lower.


Yes but some weapons you should not see on screen unless you look down, well I'm sticking with the original animations...don't like when half the screen is blocked by a weapon :wink:

Keep up the good work!
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Sat Feb 19, 2011 2:21 am

@Ceano
yeah, I'm not satisfied with the 1st person animations myself. The 1st person animations were pretty 'last minute' when I read on the comments tab at nexus that somebody wanted 1st person animations. There's definitely room for tweaking. I'm currently working on the 3rd person 2 hand automatic reload animations (lower body) then I'll go through all the animations to make some final refinements. Also include a pistol 1st person idle animations, and create a modular version for rifles.
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Sat Feb 19, 2011 8:33 am

I'm sure you will get everything to look good in the end :goodjob:
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Sat Feb 19, 2011 10:18 am

and maybe a few modder's resource animations (2hrifle loop animations, 2hautomatic pump action animations, etc..)


Heheh.... Antistar would have killed to have that in FO3 for WMK.
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Sat Feb 19, 2011 11:13 am

Heheh.... Antistar would have killed to have that in FO3 for WMK.

I should have learned modding animations sooner :(
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Sat Feb 19, 2011 6:39 am

joefoxx...can i use the 1 person rifle animation for assault weapons, or how does it work?

EDIT: I also noticed that the pistol "That Gun" don't have a 1 person animation?

EDIT: I did manage to replace the assault weapons animations with the rifle animations, looks rely good.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Sat Feb 19, 2011 12:13 am

Heheh.... Antistar would have killed to have that in FO3 for WMK.


You got that right. :lol:

I'm very happy to have this stuff for FNV though; I'm going to be throwing together* a machine pistol soon. :)


*Throwing together in that I'll be using a Glock released for FO3; might just be a personal-use mod.
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Sat Feb 19, 2011 3:54 am

*Throwing together in that I'll be using a Glock released for FO3; might just be a personal-use mod.


:(

Anyway, I added a http://newvegasnexus.com/downloads/file.php?id=38527 that should address some issues with rifle animations

Rifle Package Patch Notes 1.0
- fixed the problem with automatic fire animation while crouched, causing a 'gray screen'
- fixed the reload animations of assault rifles, legs should have proper animations now
- tweaked the animations for running while wielding long rifles, upper left arm shouldn't be 'deformed' now
- tweaked the first person animations for rifles, so that they don't take up so much of the screen
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Sat Feb 19, 2011 4:42 am

joefoxx...awesome, the assault rifle animations looks exactly as they should look :goodjob: :clap:

EDIT: Forgot to mention that hand to hand and grenade throwing animations makes the right index finger to stretch out and point straight out? Don't know if i can be an issue with compatibility with the mod Grenade Hotkey v1.21, but when i went back to your first mod you made for the pistols only...and used those 1 person animations the issue disappeared.
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

PreviousNext

Return to Fallout: New Vegas