Question About Making V_xxx And V_xxx_hv Versions

MausMaus Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">There has to be an easy way.</div> Every time I make a weapon model, I only make one version (ie only the "normal" one, not the heavy one) because I can't figure out how to combine the gun, its animations, and the other arms. The things I'd half-heartedly tried have been doing the animations all over again for the HA version, and reassigning the heavy's arms to the light arms' skeleton - I say half-heartedly because I tend to give up quickly, figuring there's got to be a more sensible way to do things. I know it's probably very easy, but I just can't see how it's done.

I use MS3D, and part of me wonders it its "merge" option is what's going to solve this for me.

Comments

  • JimJim Join Date: 2002-11-26 Member: 9989Members
    if you import the ha arms onto the la skeleton, it appears to retain the same vertex assignments, so you should able to just manouver the hands into the la position and it *should* work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    The default HA animations for NS were done separately from the light marine anims. There are only so many corners you can cut.. ^^
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    oh, well maybe its only the grenade launcher anims that are the same D:
  • def_onedef_one Join Date: 2002-05-21 Member: 641Members, Retired Developer, NS1 Playtester, Contributor
    the HA anims are all based off of the regular marine anims, but with tweaks here and there and obvious fixes like the HMG reload. to be honest, all you need is a new reference frame, if the bones are all named the same, the animations should work. no need to export all the anim smds.
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