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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Changing Weapons FP Axis

Author Topic: Changing Weapons FP Axis (5 messages, Page 1 of 1)
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MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 6, 2013 10:42 PM    Msg. 1 of 5       
I have this gun, but when you melee you can see the right fp arm end...

Is there a way I can pretty much pull this weapon back in FP?

And if I have to go into 3ds what is the proper way to set it up because my gun always wants to float above the hands when I import the models and animations into 3ds.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 7, 2013 08:03 AM    Msg. 2 of 5       
Don't forget to link the gun node to the corresponding node on the hands, usually linked to r wriste. Otherwise, the gun will appear to "float" above the hands as you say.

Some animators however link the gun node to bone 24 or other nodes, so try different ones if the above doesn't work.
Edited by XlzQwerty1 on Jan 7, 2013 at 08:04 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 7, 2013 06:16 PM    Msg. 3 of 5       
Ahhh thanks :) Got it working. I usually don't deal with FP animations. Just 3P so I had no idea what to do lol

Now I gotta move everything back :(


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 16, 2013 11:49 AM    Msg. 4 of 5       
Select frame bone 24, move it back. Reexport animations and replace old ones with new ones. That should work :/


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 16, 2013 04:57 PM    Msg. 5 of 5       
Doing that came out weird so I just messed with the melee animations in 3ds max. (Since those were the only ones clipped weird). It fixed it

 

 
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