One hand wield for one handed guns

Post » Fri Feb 18, 2011 9:55 pm

I've tested the grenade and h2h animations with vanilla fallout using my animations and it's working fine. I'm gonna test it with Grenade Hotkey...

Okay, I've tested it with Grenade Hotkey and it works fine as well. No weird stretchy finger on my end.

Make sure you are using the fixed 2hraim.kf (2 hand rifle aim animation). The first one I made had the stretchy finger problem.
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Janine Rose
 
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Post » Sat Feb 19, 2011 3:51 am

hmm...OK will give it another go.

EDIT: Yes you where right, removed all animations and then installed yours + the updated ones again....now it looks TO GOOD :foodndrink:
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Krystina Proietti
 
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Post » Sat Feb 19, 2011 1:10 am

I have a sugestion...
The 1 person animation for ordinary rifles (not assault), if you turn the barrel a bit to the left on screen so the stock moves a bit to the right on screen...then it will line up perfectly with the 3 person animation.
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Melissa De Thomasis
 
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Post » Sat Feb 19, 2011 10:10 am

I have a sugestion...
The 1 person animation for ordinary rifles (not assault), if you turn the barrel a bit to the left on screen so the stock moves a bit to the right on screen...then it will line up perfectly with the 3 person animation.


Gotcha... I'm doing the long rifle (2hrifle) attack loop at the moment, I'll tweak the first person animation after that. Also, I need to tweak all of the long rifle hip shot animations, I just noticed while testing automatic fire for non-assault rifles that the trigger finger is below the trigger guard for the hip firing animations. Hard to notice when shooting single shots, why I missed it the first time.

EDIT: oh, and I also forgot to include MadCat221's suggestion of toning down the breathing while aiming with the patch, well, the 2 hand rifle animations, at least. It includes the 2 hand automatic toned down breathing, but the 2 hand rifle animations I missed while organizing and archiving files.

ADD:
Okay, so how's http://img.photobucket.com/albums/v639/grey_foxx082/angle.jpg angle?
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Penny Wills
 
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Post » Sat Feb 19, 2011 9:30 am

Yore almost there, the rifle stock should be more to the right at the bottom of the screen. If you look at it now it is more to the left from the center of the screen, if you make it so it is more to the right of the center of the screen and your home.
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Nomee
 
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Post » Sat Feb 19, 2011 2:48 am

Yore almost there, the rifle stock should be more to the right at the bottom of the screen. If you look at it now it is more to the left from the center of the screen, if you make it so it is more to the right of the center of the screen and your home.


Hmm, I'm not sure if I understand you correctly. You mean like http://img.photobucket.com/albums/v639/grey_foxx082/angle-1.jpg ?
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Sabrina Schwarz
 
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Post » Sat Feb 19, 2011 2:04 am

Hmm, I'm not sure if I understand you correctly. You mean like http://img.photobucket.com/albums/v639/grey_foxx082/angle-1.jpg ?

Yes but center the rifle like this....http://www.bahnhof.se/wb220832/fallout_nv/angle.jpg
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Wayne Cole
 
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Post » Sat Feb 19, 2011 10:56 am

oh okay okay... gotcha.
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Damien Mulvenna
 
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Post » Sat Feb 19, 2011 8:03 am

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

:(


The one I'm looking at using doesn't have open permissions, that's all. If I can get permission, I'll probably release it - likely as part of an add-on for WMX.
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Honey Suckle
 
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Post » Fri Feb 18, 2011 9:04 pm

http://newvegasnexus.com/downloads/file.php?id=38527
----------------------------------------
Changelog version WAR1.5
----------------------------------------
General:
- rifle first person animations tweaked
- rifle breathing while aiming animations toned down
- rifle package patch 1.0 integrated into main file
- rifle animations when wearing Power Armor included
- fixed problem with anti materiel rifle hip firing animation causing character's upper body to disappear

Modders:
- includes automatic (loop) animations for two hand rifles category (fully automatic long rifles now possible)
- includes pump action shotgun animations (Attack7 ReloadY) and grip (Grip_3) for two hand automatic category (pistol grip pump action shotgun now possible)

@Antistar
hmm that's too bad. Hopefully you get permission.
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 6:37 am

Nice will try it out now, one question...is there a 1 person animation for when you walk/run you for the pistols where you point them up in the air as before?
If so which Modular\Pistols pack shall i use?, or have i just dreamed that it was one for 1 person??

:whistling:
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Thema
 
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Post » Sat Feb 19, 2011 7:01 am

No there aren't any first person pistol animations yet. I'll make one and upload along with the more professional http://newvegasnexus.com/imageshare/images/964147-1295515118.jpg I promised folks at nexus
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Lynette Wilson
 
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Post » Sat Feb 19, 2011 10:15 am

The animations looks VERY GOOD! so far.

Keep up the good work :goodjob:
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Hayley O'Gara
 
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Post » Sat Feb 19, 2011 3:18 am

I'm finished with the new aiming and aimed shooting animations for pistols. I want to add more 'idle' stances so you guys have options (unlike firing animations, which is shared by all characters in game, stances are customizable per character via GECK so the more the merrier, I suppose). Here's a new one I made, tell me what you think and suggestions are welcome as well.

http://newvegasnexus.com/downloads/images/38527-1-1295711268.jpg
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Laura-Lee Gerwing
 
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Post » Fri Feb 18, 2011 10:09 pm

Looks rely good!
:thumbsup:
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Emily Jeffs
 
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Post » Fri Feb 18, 2011 10:25 pm

UPDATE:

I've uploaded the finished version of the new pistol package http://newvegasnexus.com/downloads/file.php?id=38527 for folks who like two hand grip pistol animations.

It includes 3 different postures and 4 different hand positions to choose from.

It also includes first person animations

http://newvegasnexus.com/downloads/images/38527-1-1296163387.jpg
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Tanya
 
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Post » Fri Feb 18, 2011 11:26 pm

You're the man :celebration:
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BRAD MONTGOMERY
 
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Post » Sat Feb 19, 2011 4:52 am

haha, nah... just the 'animation' guy.

Anyway, gonna refine the rifles animations a bit, also add some more 'idle' stances for rifles.
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Jessie Butterfield
 
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Post » Sat Feb 19, 2011 9:59 am

Take a closer look at the "Laser RSW" rifle, in first person it is way to high up...you can almost see the grip up at the shoulder.

EDIT: I love the "Heroic" option (4) first person pistol animations :goodjob:
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Nuno Castro
 
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Post » Sat Feb 19, 2011 1:48 am

haha, nah... just the 'animation' guy.

Anyway, gonna refine the rifles animations a bit, also add some more 'idle' stances for rifles.


Fixed. Excellent release as always.

Question:

What stances, if any, aside from Default Option 1, does the holster compatibility files work with? I'm not sure if it's anything else beyond Default Option 1 but I thought I would ask.

Also, I think this is a possible bug with Antistar's WMX mod with the Laser RCW:

http://is.gd/LcK1re

It's a bit self-explanatory but it generally happens when I fire scoped in, scope out, and then fire from the hip. It's a tiny bug and I generally get it fixed by changing ammunition types. Not sure if it can be fixed or not though and not sure whether or not this applies to other weapons.

And you can also use that shot as reference for what Ceano is saying. I'm fine with it for the most part. The angle could be less dramatic though.
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Rusty Billiot
 
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Post » Sat Feb 19, 2011 8:56 am

hmm I'm not sure how to fix that one, does it happen with vanilla RCW or vanilla animations? Anyway, I'll go check.

As for the angle, it's really hard to find the perfect angle since all 2hautomatic weapons share the same single 2haaim.kf animation for first person. Changing the angle for RCW means changing it for other guns. Positioning it lower means guns like 'riot shotgun' will be totally gone from the screen. Maybe I can move it further to the right, hopefully the riot shotgun will still be visible.

Regarding Holster compatibility, well, I didn't include holstering animations, so holstering animations should be vanilla, or Holster mod animations.

@Ceano
hey glad you like it, I have for my game assorted mix of idles for the different companions and my character.
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Kevan Olson
 
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Post » Sat Feb 19, 2011 1:44 am

hmm I'm not sure how to fix that one, does it happen with vanilla RCW or vanilla animations? Anyway, I'll go check.

As for the angle, it's really hard to find the perfect angle since all 2hautomatic weapons share the same single 2haaim.kf animation for first person. Changing the angle for RCW means changing it for other guns. Positioning it lower means guns like 'riot shotgun' will be totally gone from the screen. Maybe I can move it further to the right, hopefully the riot shotgun will still be visible.

Regarding Holster compatibility, well, I didn't include holstering animations, so holstering animations should be vanilla, or Holster mod animations.


I believe it has to something to do with the animations. While using the vanilla RCW, the problem may have occurred as well but I can't remember. It seems to happen when you zoom out / scope out, and the RCW is going into it's idle animation. During that sequence, if I fire, it'll continue into idle and stay in that position while I can still fire. It's a little bug, to me, but thanks for looking into it.

Can't be all perfect. The last time I equipped a Riot Shotgun, it was already barely visible looking forward so if it'll make it worse, I'll live with what the current angle is. Sometimes, it makes me wonder if there could of been more separation between the animations rather than just pistols, automatic weapons, and rifles.

Once I tried other stances, the holstering animations were still working good but thanks for the confirmation.

------

I got another one but it deals with the stance itself:

http://is.gd/mbIVpI

*This is Relaxed Stance, Option 3*

I actually noticed it while taking pics to upload for the Download page. You can see that her left pinky finger actually stabs into the Pew Pew. Overall, the left hand is angled in such a way that it occurs like that and the right hand cuts into it as well. I'm assuming that WAR was mainly geared towards Guns, not Energy Weapons so this is probably a non-existent issue on that side. It may have to do with WMX's Pew Pew but I don't believe it changes anything that's around the area where the hands are located.
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Blaine
 
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Post » Sat Feb 19, 2011 8:48 am

joefoxx...well it isn't a big issue with the angle of the Laser RSW, otherwise it works just fine.
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jeremey wisor
 
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Post » Sat Feb 19, 2011 12:29 am

@Skyline
Anyway, I tested the RCW glitch.. You're right it's the game not playing the attack animation at some instances when transitioning from aiming to idle. It's kinda hard to replicate, though. I went through maybe about 600 rounds of ammo to get the right timing firing after aiming to replicate the bug. The only way to fix it is not use the first person animations, I suppose.

As for the Pew Pew, it's not WMX fault. It's just how the gun is modeled. I checked vanilla animations and the left hand also has the pinky stick into the grip/lower portion. I'm currently focused on rifles, but I'll check and see how much of the pistol animations needs tweaking to get the proper grip just right for laser pistols. If it only requires idle animation change, then that's good. If the aiming animation needs changing, then.. that's not so good (because then every single firing animation needs to be adjusted) :P


EDIT:
Anyway, guys, I hope you understand. I need a break from this. Started figuring out the animations mid November, it's end of January, and I've been working on this almost non stop (6am til 11pm only stopping for food and play with dog) so...

I'll be back, though, don't worry.
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jessica breen
 
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Post » Sat Feb 19, 2011 5:25 am

Anyway, guys, I hope you understand. I need a break from this. Started figuring out the animations mid November, it's end of January, and I've been working on this almost non stop (6am til 11pm only stopping for food and play with dog) so...

I'll be back, though, don't worry.


No problem. I'm satisfied with what has come of this, along with everyone else I hope, and you deserve a break.

As for the Pew Pew, it's not WMX fault. It's just how the gun is modeled. I checked vanilla animations and the left hand also has the pinky stick into the grip/lower portion. I'm currently focused on rifles, but I'll check and see how much of the pistol animations needs tweaking to get the proper grip just right for laser pistols. If it only requires idle animation change, then that's good. If the aiming animation needs changing, then.. that's not so good (because then every single firing animation needs to be adjusted) :tongue:


..*sigh*.. Sorry to stack more work on you when you come back but I checked the laser pistol.. and it isn't pretty at all:

http://is.gd/Jz8sBM | http://is.gd/RbxKCC

The pinky problem is present. Looks like the left hand isn't even pressing against the right hand at all. It's off at it's own angle that wouldn't support the right hand. Then again, I think I was aiming slightly downwards in the pictures.. aiming a bit higher could of made it come closer together...

But just worry about this when you're recharged joefoxx. Have a nice a break.

Edit: I feel like such a villain, reporting these things..
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TOYA toys
 
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