
ptowery
Joined: Aug 28, 2007
oify
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Posted: Mar 9, 2012 03:49 PM
Msg. 1 of 6
Hi, how do I make the gun of the fp move with the arms of the fp in max as it does ingame? 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 9, 2012 04:59 PM
Msg. 2 of 6
That happens to me when I import gbxmodels and animations. Haven't found a fix for it though.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 9, 2012 10:46 PM
Msg. 3 of 6
@ Both of you
You link the frame gun to the r wriste for it to play properly. There's nothing wrong with te animations, just gotta do what i said in the previous sentence
hope this helps. Edited by XlzQwerty1 on Mar 9, 2012 at 10:46 PM
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Mar 9, 2012 11:23 PM
Msg. 4 of 6
I thought of that, but when imported, the gun is offset from the correct location on the fp arms.
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adolif2
Joined: Apr 27, 2011
Karma changes people.
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Posted: Mar 9, 2012 11:37 PM
Msg. 5 of 6
Different animations link the main gun node to different bones. Usually, the animations link the gun node to the right wrist. It's not uncommon, however, for animations to link the node to "frame bone24."
Try studying the animation's bone structure in Guerilla. Make sure the bones are linked the same way in the max scene as they are in the animations tag, and then try importing again.
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Mar 10, 2012 07:17 PM
Msg. 6 of 6
Thanks, Worked perfectly.
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