One hand wield for one handed guns

Post » Sat Feb 19, 2011 10:34 am

Take a break joefoxx, you have done a great job with this mod so you deserve it :foodndrink:
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c.o.s.m.o
 
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Post » Sat Feb 19, 2011 11:16 am

@Skyline
hey, I appreciate the reports! Anyway, are you using some type of hand mesh changing mod? Because that's not how it looks on my characters at all. I'm using generic body mesh though...

http://img.photobucket.com/albums/v639/grey_foxx082/hands.jpg

The screenshots are using Relaxed Stance Option3

@Ceano
Hey thanks for the appreciation. I don't deserve anything for the mod though, I'm taking a break because I feel it's what my body needs. If it were up to me, I'll still work on the mod, LOL...
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Beulah Bell
 
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Post » Sat Feb 19, 2011 11:09 am

The only thing in particular that could change it is the http://newvegasnexus.com/downloads/file.php?id=34702 for females and http://newvegasnexus.com/downloads/file.php?id=35451 for males. Those are the only two mods I have installed that deal with the body directly. Indirectly would be http://newvegasnexus.com/downloads/file.php?id=35097, but I'm using the default Asian race in that picture so that shouldn't be the issue. I installed all three of these quite a while ago so if there were any conflicts between the animations and body type replacers, it would of been replaced by the animations. Let me try deactivating the Type 3 Body Replacer and see if I can get what you're showing.

I guess the thing we can agree on is that the left pinky is through the Laser Pistol handle, regardless of the body mesh.

Edit: Looks like it is the Type 3 Body Replacer:

http://is.gd/VYTTDy | http://is.gd/w8eDfW

Maybe it's just the bigger bust that's ruining it. :laugh: The fingers with Type 3 are definitely more spread out than with generic. Guess chalk that up for another incompability? Well that is.. unless you want to make an infamous compability animation for Body Replacers... though I wouldn't go too far.. After all.. with Type 3, the http://is.gd/zKoc6i. :laugh:
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Harinder Ghag
 
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Post » Sat Feb 19, 2011 5:32 am

LOL that looks weird.. I have downloaded Type 3 but I never use it. It's a great mod, I just don't like my character's body warping when she's changing into different outfits, is all...

Anyway, the pistol hand positions I can definitely fix to accomodate for the laser pistol.

Another thing, the animation "AttackLeft" for pistols, the one with the high recoil (44magnum, 45-70), I've added the necessary bones in it to run with semi auto pistols so the slide should move back and the hammer should move as well, in the Professional pistol animations. I thought that would be useful, maybe for a desert eagle or something. I use it for the 12.7mm pistol.
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Cat
 
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Post » Fri Feb 18, 2011 10:04 pm

Speaking of bone-copying wizardry with the pistol animations, I finally got a chance to test your animations with an impromptu machine pistol (just using the 9mm Pistol as a test), and it looks amazing. Thanks again for doing that. :)

I only just got to it because I only just got to installing a large batch of mods after the two months or so spent working on WMX. ;) I think I might go ask for permission to port that Glock...
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Genocidal Cry
 
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Post » Sat Feb 19, 2011 12:43 am

@Antistar
Auto pistol would be great! Glad you like the animations.

Hmm once again I forgot to include the 1st person firing animations, this time, for AttackLeft (high recoil pistol animation) with the semi auto pistol bones. I'll just include that with the next update.

Anyway I made a video demo for the new 'The Professional' package so folks can decide whether they like the animations or not.

http://www.youtube.com/watch?v=yyLeaEnU1bI
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Dalia
 
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Post » Sat Feb 19, 2011 12:28 am

I'm liking the 3rd person anims for everything. but not so much for the 1st person ones. Thankfully, I know how to remove them. Same goes for the rifle stuff too.
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Stu Clarke
 
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Post » Sat Feb 19, 2011 9:18 am

@Antistar
Auto pistol would be great! Glad you like the animations.


I haven't heard back about the specific Glock (a Glock 19) I requested permission to port, but as luck would have it I found another one (a Glock 18c) that has open permissions. Apparently, also, the real-world Glock 18c can be fired in full-auto while the Glock 19 can't; which is a nice bonus, I guess, considering what I want it for. The Glock 18c I found is... a bit of a fixer-upper though, so I'm working on the textures, fixing mesh issues, making an extended magazine for it, that sort of thing. Shouldn't take too long altogether, though.



I'm liking the 3rd person anims for everything. but not so much for the 1st person ones. Thankfully, I know how to remove them. Same goes for the rifle stuff too.


I'm the same way, actually; I deleted the first-person anim files (I've been manually installing them). It's not really a problem with the animations themselves - they're very well done - it's just the sudden snapping between the new first-person idle anims and the firing/reload/etc anims. Well... part of that is also that the idles (both 3rd and 1st-person I guess, but it's mostly noticeable in 1st-person) don't necessarily always fit the situation; the weapon is being held in a sort of at-rest stance, as if you're not in combat, but then if you fire the weapon, it has to be instantaneous of course, so it snaps directly into the firing animation.

What would be fantastic (and I really don't know if this is at all possible off the top of my head) is if it could be scripted to use one type of idle when in combat (weapon at the ready - vanilla, basically), and another type when you're not; the at-rest animation/s. I'm sure you can check if you're considered 'in combat' via script, but beyond that I don't really know.
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GPMG
 
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Post » Fri Feb 18, 2011 9:32 pm

Yeah I was hoping there was a way to swap idles via script. There's so many things I want to do with idles, like have an idle animation that has the pistol slide stay open when you're out of ammo, or like you said, have a separate idle when in combat and out of combat, etc...
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Kirsty Wood
 
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Post » Sat Feb 19, 2011 10:28 am

I agree with you guys here...but can't the transitions between the firing and idle animation be smoother then it is now?, I mean like an third animation that links the both animations together ?(i have no clue if that would work)?

Any way i rather live with a bit jerky transition then using vanilla 1 person animations.
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Rik Douglas
 
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Post » Sat Feb 19, 2011 1:46 am

@Skyline's Request
Okay, so I tried moving the hand up a bit to compensate for the laser pistol mesh design, but there's a http://img.photobucket.com/albums/v639/grey_foxx082/NV/clipping.jpg. The pointy finger clips through the trigger guard of pretty much all handguns with trigger guard. So I'm not gonna change the current hand positions for now. Anyway, I'll just start working on refining rifle animations and adding more stances for rifles.

Personally, though, I really want to move past the guns animation and work on trying to implement melee/unarmed takedowns.
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oliver klosoff
 
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Post » Sat Feb 19, 2011 12:03 am

@Skyline's Request
Okay, so I tried moving the hand up a bit to compensate for the laser pistol mesh design, but there's a http://img.photobucket.com/albums/v639/grey_foxx082/NV/clipping.jpg. The pointy finger clips through the trigger guard of pretty much all handguns with trigger guard. So I'm not gonna change the current hand positions for now. Anyway, I'll just start working on refining rifle animations and adding more stances for rifles.

Personally, though, I really want to move past the guns animation and work on trying to implement melee/unarmed takedowns.


Darn you shared idle animations! Darn you all! At least you gave it a shot and that I'm happy for at least. I'll live with the clipping finger.

Looking forward to the new rifle animations. Maybe there can be an idle stance for my AER14 that doesn't have it touching a Type 3 Female's briast. :tongue: Here's to hoping.

Personally, after this rifle update, I would say go ahead and work on unarmed / melee. At this stage, I think both pistols and rifles are pretty much near their point of where they can't be improved on much further.
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Neil
 
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Post » Sat Feb 19, 2011 8:59 am

Hey sure, I'll keep in mind your character's, umm, upper torso area when making new idles for rifles. After rifles, though, there's one more gun animation mod I need to refine, which is the one hand wield pistols. I guess it will be split into 3 packages, namely: The Professional, The Commando (rifles), and The Gunslinger (one hand wield pistols). It makes it easier for me to update fixes and stuff when split into 3, rather than one big package.

After that I can really get into creating 2 character synch animations for the melee/unarmed takedowns.
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Spaceman
 
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Post » Sat Feb 19, 2011 7:13 am

If you're looking for a few new things to do, the heavy weapon idles http://img96.imageshack.us/img96/4422/backbreak.jpg. :)
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Mylizards Dot com
 
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Post » Fri Feb 18, 2011 10:22 pm

If you're looking for a few new things to do, the heavy weapon idles http://img96.imageshack.us/img96/4422/backbreak.jpg. :)


She looks like a contortionist in the middle of an epic guitar solo. ;)


Edit: Oh, and I've tried out the AA-12 Shotgun in-game now with your fixed animations, Joefoxx; works perfectly. :)
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naomi
 
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Post » Sat Feb 19, 2011 11:07 am

@MadCat221
I was trying to avoid having to fix the heavy weapons, with the way the weapon is held, I dunno if I can do anything about the awkward aim up/down postures. It's really hard to think of a posture where you can aim a weapon as big as that vertically upwards or downwards :P

@Antistar
I want mah AA-12! :D

I was looking around nexus for a decent AA-12 mesh but couldn't find any.
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Kelly Tomlinson
 
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Post » Fri Feb 18, 2011 11:05 pm

I'm really happy today, I finally got these 2 working perfectly:

http://newvegasnexus.com/imageshare/images/964147-1297165331.jpg

http://newvegasnexus.com/imageshare/images/964147-1297176344.jpg

The SMG is especially tricky. I manage to make the grip work perfectly despite the "shared animation" limitation with one handed pistols.
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Chavala
 
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Post » Sat Feb 19, 2011 7:36 am

Will SMGs still be "one-hand" weapons? They're sort of the heavy-hitters for one-handers in terms of DPS. One-hand weapons is also faster on-foot than two-hand weapons.
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IM NOT EASY
 
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Post » Sat Feb 19, 2011 6:57 am

Yes sir! just change the grip from 'default' to 'Grip_4' and you got your smg grip animation :P

won't work with vanilla animations, though. It's tricky since it's all very dependent on proper bone animation priorities (which bone animation overrides which) and I had to have very specific combination of animation priority values for the grip and the idle/aim animations to get it to work and not affect regular handguns.

I'll include them in the next update.
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chirsty aggas
 
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