Jump to content
Sign in to follow this  
cross888

Length of weapon

Recommended Posts

Hello I'm currently modeling a L119A1 (SFW Dimarco) basically an M4 but i'm having issues with the weapon.

Basically to make it fit the soldier the stock has to be alot longer then it should be to fit in the shoulder.

I was wondering Am i doing it wrong? I mean I strectched the stock to make it fitt but surely there's a better way?

If not are BI going to release another weapon holding animation for example for carbines SMG's so he holds it closer to his body.

Thank you

http://imgur.com/NCqhPTf

PS Bare in mind that thats not the finished model its just an example of the long stock :\

Share this post


Link to post
Share on other sites

You could make your own animation for it? I assume the weapon fits in terms of where his hands are located, so it's not just a case of moving the whole model.

Share this post


Link to post
Share on other sites
You could make your own animation for it? I assume the weapon fits in terms of where his hands are located, so it's not just a case of moving the whole model.

Aye it fits the hand grips it just seems that the standard animation for it holds it too far in front of him.

Surely there must be away to adjust how close he holds his weapon in to the shoulder? :\

Means shorter weapons like the Carbines and SMG can be modled to scale :\

Share this post


Link to post
Share on other sites
Surely there must be away to adjust how close he holds his weapon in to the shoulder? :\

Yep, you slide the weapon model backwards along the X axis in O2 until the butt sits in the shoulder, then you make a new handanim .rtm to move the hands to the right place w/r/t the pistol grip and other hand-holds on the weapon.

One of the other existing handanims in game might look okay if you choose one different to that used by the weapon class you are inheriting from, and adjust your weapon's position along the O2 grid/axis to meet the trigger-hand:

	handAnim[] = {}; //default hand position
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\LongRangeRifles\EBR\Data\Anim\ebr.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\weapons_f\Machineguns\M200\data\Anim\M200.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar_gl.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\MX.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\weapons_f\Rifles\SDAR\data\Anim\SDAR.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TAR_21.rtm"}; //this one isn't used ingame currently, may get deleted
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21.rtm"};
	handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21G.rtm"};

I suspect more will be made as more weapons are included in the final game, however the only way to get one that fits the ergonomics of your weapon 'perfectly' is to create one yourself.

Share this post


Link to post
Share on other sites

Cheers monkey i'll try and wrap my head around this later on.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×