
-Model: Moses
-Skin: Moses
-Animations: ODX
Well, there weren't really any animations for this and this has been sitting on my desktop for a while (which means the animations are kinda old but still good) so I'm releasing these.
Download:http://www.mediafire.com/?2d41m80fqotmy6jNote: The Magnum is only rigged for animations, I did not add in markers and it is not a .gbxmodel yet. Since all animation files care about are bones and nodes though everything should be working fine. Oh, and if you can't find frame bone24, hit H and find it then make it bigger for your own convenience.Animations included:Charging Reach (the charging animation for when you first pick up the magnum in Reach)
Fire-1 Crazy (a random firing animation I did)
Fire-1 Halo 3 (self explanatory)
Fire-1 Reach (also self explanatory)
Grenade (I think this is just a random one)
Grenade Blah (this one might be unfinished...oops)
Idle Halo 3 (self explanatory)
Idle ODX (this is actually the same idle I believe I used in the CMT animations)
Melee (standard "bob on the head" melee, really bad in my opinion but good enough)
Melee Halo 3 (the side smack animation from Halo 3)
Moving (some random moving I had done back when I was animating Sigma weapons)
Moving CMT (Teh Lag's moving that we're using in SPv3)
Moving Halo 3 (self explanatory)
Origin (if you don't know what this is, get out of this thread)
Ready Reach (the standard ready for when you pull out the magnum in Reach)
Ready V2 (this is actually the same animation as the Carbine in SPv3)
Reload Funky (a funky reload I made)
Reload Halo 3 (self explanatory)
Reload Reach (my own little take on Reach's reload)
Rendering (the scene I used to test render settings, aka the picture you see up top)
As you can see there's various animations because I went crazy, so feel free to mix and match as you want. That's pretty much why I'm releasing these as the raw scenes.
If you encounter any problems or something isn't right, just PM me or say so in this thread and I'll get back to you when I can. Otherwise, enjoy.
-ODX