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shinkicker

Weapon Over Shoulder

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How do you set the position for a weapon (say for example a rifle) when its slung over the shoulder?

Is there a memory or proxy that needs positioning?

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The relative position of a weapon to the unit's body is mostly animation based. The weapon model moves wherever the "weapon" or "launcher" bones in the character model move to during the animation sequence.

The 0,0,0 coordinate on the grid in the weapon's p3d model translates to the vertex that sits in the corner of the proxy triangle (the 90-degree corner, not the pointy tips of the triangle), so wherever that vertex goes, the origin of your weapon model goes. Any offset might you apply in the weapon model to adjust its position in any given animation state, is applied to all animation states.

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The relative position of a weapon to the unit's body is mostly animation based. The weapon model moves wherever the "weapon" or "launcher" bones in the character model move to during the animation sequence.

The 0,0,0 coordinate on the grid in the weapon's p3d model translates to the vertex that sits in the corner of the proxy triangle (the 90-degree corner, not the pointy tips of the triangle), so wherever that vertex goes, the origin of your weapon model goes. Any offset might you apply in the weapon model to adjust its position in any given animation state, is applied to all animation states.

In other words you cannot adjust the position of the weapon on a soldiers back without it also moving the position of the weapon in the soldiers hands. Unless you get into some edited .rtm and CBA event handler scripting.

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Make an animation with the weapon where you want it, apply the appropriate mask in cfgmovesbasic. Add a script that plays that gesture when you want it.

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