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Rabid Squirrel

Trouble with UGL Animation, Works in Bulldozer

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Hi there,

 

I'm having a little bit of trouble animating my UGL.

 

Here's the Model Config:

 

                        class magazine_gl_reload_move_1
			{
				type="translation";
				source="reloadMagazine2";
				selection="gl_reloadmech";
				//axis="gl_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.099291;//rad 5.688955
				maxValue = 0.141844;//rad 8.127063
				begin = "gl_start";
				end = "gl_end";
				offset0 = 0.0;
				offset1 = 1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_gl_reload_move_2
			{
				type="translation";
				source="reloadMagazine2";
				selection="gl_reloadmech";
				//axis="gl_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.808511;//rad 46.32427
				maxValue = 0.836879;//rad 47.949635
				begin = "gl_start";
				end = "gl_end";
				offset0 = 0.0;
				offset1 = -1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};

 

As it says in the title, the animation works perfectly in bulldozer, but doesn't seem to activate in-game.

 

Any and all help is appreciated, I've probably made a config error somewhere  :mellow:

 

Cheers,

Squirrel.

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https://community.bistudio.com/wiki/Model_Config

 

Arma 3 Update 1.60 comes with a new way how to handle multiple muzzle animation sources for weapons:

  • revolving, ammo, ammoRandom, reload, trigger, reloadMagazine, hasMagazine, isEmptyNoReload, isEmpty, zeroing, weaponMode may be used with indexes ranging from -1 to (number of muzzles - 1) in format "name.x" (e.g. reload.0)
  • Index -1 means currently selected muzzle, index 0 means first muzzle of given weapon, index 1 second and so on
  • Animation sources without indexes should behave the same way as before

 

 

                source="reloadMagazine.1";

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Stupid question but you have applied everything to the View-Pilot LOD as well as LOD 1?

Sent from my iPhone using Tapatalk

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Stupid question but you have applied everything to the View-Pilot LOD as well as LOD 1?

Sent from my iPhone using Tapatalk

Yeah View Pilot and LOD 1 are copies of each other on this model.

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post whole model.cfg then + maybe some pics of it from oxygen (res lod + memory lod)

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The Information you asked for:
 
Model.cfg

 


class CfgSkeletons
{
	class Default
	{
		isDiscrete=1;
		skeletonInherit="";
		skeletonBones[]={};
	};
	class arifle_base: Default
	{
		skeletonBones[]=
		{
			"magazine",
			"",
			"zasleh",
			"",
			"bolt",
			"",
			"trigger",
			"",
			"OP",
			"",
			"gl_reloadmech",
			""
		};
	};

};
class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[]={};
		skeletonName="";
	};
	class arifle_base: Default
	{
		skeletonName="arifle_base";
		sections[]=
		{
			"magazine",
			"bolt",
			"zasleh",
			"trigger",
			"OP",
			"gl_reloadmech",
			"Camo1",
			"Camo2",
			"Camo3",
			"Camo4",
			"Camo5",
			"Camo6",
			"Camo7",
			"Camo8"
		};
		class Animations
		{
		};
	};
	class rs_arifle_r2016_gl: arifle_base
	{
		class Animations
		{
			class magazine_reload_hide
			{
				type="hide";
				source="reloadMagazine";
				selection="magazine";
//				sourceAddress = clamp;// (default)
				minValue = 0.0;//rad 0.0
				maxValue = 1.0;//rad 57.29578
				hideValue = 0.13; // was 0.145455
				unHideValue = 0.381818;
				animPeriod = 0.0;
				initPhase = 0.0;
			};
			class magazine_reload_move_1
			{
				type="translation";
				source="reloadMagazine";
				selection="magazine";
				axis="magazine_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.109091;//rad 6.250454
				maxValue = 0.145455;//rad 8.333958
				offset0 = 0.0;
				offset1 = 2.5;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_reload_move_2
			{
				type="translation";
				source="reloadMagazine";
				selection="magazine";
				axis="magazine_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.354545;//rad 20.313932
				maxValue = 0.418182;//rad 23.960062
				offset0 = 0.0;
				offset1 = -2.5;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_reload_rotation_1
			{
				type="rotation";
				source="reloadMagazine";
				selection="magazine";
				axis="magazine_reload_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.1;//rad 8.333958 //was 0.145455
				maxValue = 0.381818;//rad 21.87656
				angle0 = 0.0;//rad 0.0; //was 0.0
				angle1 = -0.2;//rad 30.0; // was 0.5235988
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_reload_rotation_2
			{
				type="rotation";
				source="reloadMagazine";
				selection="magazine";
				axis="magazine_reload_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.454545;//rad 26.04351
				maxValue = 0.481818;//rad 27.606138
				angle0 = 0.0;//rad 0.0;//was 0.0
				angle1 = 0.2;//rad -30.0; // was -0.5235988
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class bolt_reload_move_1
			{
				type="translation";
				source="reloadMagazine";
				selection="bolt";
				memory=1;
//				sourceAddress = clamp;// (default)
				begin="bolt_start";
				end="bolt_end";
				minValue = 0.766667;//rad 43.926785
				maxValue = 0.8;//rad 45.836624
				offset0 = 0.0;
				offset1 = 1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class bolt_reload_move_2: bolt_reload_move_1
			{
				type="translation";
				source="reloadMagazine";
				selection="bolt";
				begin="bolt_start";
				end="bolt_end";
//				sourceAddress = clamp;// (default)
				minValue = 0.833333;//rad 47.746464
				maxValue = 0.866667;//rad 49.65636
				offset0 = 0.0;
				offset1 = -1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class no_magazine
			{
				type="hide";
				source="hasMagazine";
				selection="magazine";
				minValue=0;
				maxValue=1;
				hideValue=0.5;
				unhideValue = -1.0;
			};
			class bolt_empty
			{
				type="translation";
				source="isempty";
				selection="bolt";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=1;
				begin="bolt_start";
				end="bolt_end";
				offset0=0;
				offset1=1;
			};
			class bolt_empty_1
			{
				type="translation";
				source="reload";
				selection="bolt";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=1;
				begin="bolt_start";
				end="bolt_end";
				offset0=0;
				offset1=1;
			};
			class trigger
			{
				type = "rotation";
				source = "reload";
				sourceAddress = "clamp";
				selection = "trigger";
				axis = "trigger_axis";
				minValue = 0;
				maxValue = "1";
				angle0 = "0";
				angle1 = "rad -30";
			};
			//class BackSight_optic
 			//{
 				//type = "rotationY";
 				//source = "hasOptics";
 				//selection = "BackSight";
 				//axis = "BackSight_axis";
				//minValue = 0;
				//maxValue = 1;
				//angle0 = 0;
				//angle1 = 0.4;
 			//};
			//class ForeSight_optic
 			//{
 				//type = "rotation";
 				//source = "hasOptics";
 				//selection = "ForeSight";
 				//axis = "ForeSight_axis";
 				//memory = 1;
 				//minValue = 0.0000000;
 				//maxValue = 1.0000000;
 				//angle0 = 0.000000;
 				//angle1 = 0.000000;
 			//};
			class MuzzleFlashROT
 			{
 				type="rotationX";
 				source="ammoRandom";
 				sourceAddress="loop";
 				selection="zasleh";
 				axis="";
 				centerFirstVertex=true;
 				minValue=0;
 				maxValue=1; 
 				angle0="rad 0";
 				angle1="rad 360";
 			};
			class OP_ROT
			{
				type="rotation";
				source="zeroing2";    // use second muzzle zeroing for rotation
				sourceAddress="loop"; // loop when phase out of bounds
				selection="OP";       // selection we want to rotate
				axis="OP_axis";       // has its own axis
				minValue=0;
				maxValue=3;
				angle0="rad 0";
				angle1="rad 65";
			};
			 class magazine_gl_reload_move_1
			{
				type="translation";
				source="reloadMagazine.1";
				selection="gl_reloadmech";
				//axis="gl_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.099291;//rad 5.688955
				maxValue = 0.141844;//rad 8.127063
				begin = "gl_start";
				end = "gl_end";
				offset0 = 0.0;
				offset1 = 1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_gl_reload_move_2
			{
				type="translation";
				source="reloadMagazine.1";
				selection="gl_reloadmech";
				//axis="gl_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.808511;//rad 46.32427
				maxValue = 0.836879;//rad 47.949635
				begin = "gl_start";
				end = "gl_end";
				offset0 = 0.0;
				offset1 = -1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
		};
	};
};


 
Config.cpp (Specifically the Section on the GL):

                class GL_RS16_F: UGL_F
		{
			displayName="RS-16 GL";
			descriptionShort="The RS-16's Grenade Launcher is a Modified version of the M230 GL.";
			useModelOptics=0;
			useExternalOptic=0;
			magazines[]=
			{
				"1Rnd_HE_Grenade_shell",
				"UGL_FlareWhite_F",
				"UGL_FlareGreen_F",
				"UGL_FlareRed_F",
				"UGL_FlareYellow_F",
				"UGL_FlareCIR_F",
				"1Rnd_Smoke_Grenade_shell",
				"1Rnd_SmokeRed_Grenade_shell",
				"1Rnd_SmokeGreen_Grenade_shell",
				"1Rnd_SmokeYellow_Grenade_shell",
				"1Rnd_SmokePurple_Grenade_shell",
				"1Rnd_SmokeBlue_Grenade_shell",
				"1Rnd_SmokeOrange_Grenade_shell"
			};
			cameraDir="OP_look";
			discreteDistance[]={100, 200, 300, 400};
			discreteDistanceCameraPoint[]=
			{
				"OP_eye", 
				"OP_eye2", 
				"OP_eye3", 
				"OP_eye4"
			};
			discreteDistanceInitIndex=1;
			reloadAction="GestureReloadTrgUGL";
			reloadMagazineSound[]=
			{
				"A3\Sounds_F\arsenal\weapons\Rifles\TRG20\TRG20_UGL_reload",
				1,
				1,
				10
			};
		};



Pictures from Oxygen:


nGspTTo.png

qhLnYcv.png

 

Let me know if there is anything else that will help, very keen to get this problem sorted asap.

 

Cheers,

Squirrel.

 

EDIT: Is it possible that I am having trouble with this because the selection is named incorrectly (in terms of the TRG21Ugl Reload Animation). I noticed in the Model.cfg for the TRG-21 UGL that the bit they animate is named differently. I would try this straight away, but I have no way to test as I am at work now. Will check later.

Edited by Rabid Squirrel

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check if gl_reloadmech is not a part of another bone, if it's not, then remove "gl_reloadmech" from sections list

  • Like 1

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check if gl_reloadmech is not a part of another bone, if it's not, then remove "gl_reloadmech" from sections list

Like this?

 

class CfgSkeletons
{
	class Default
	{
		isDiscrete=1;
		skeletonInherit="";
		skeletonBones[]={};
	};
	class arifle_base: Default
	{
		skeletonBones[]=
		{
			"magazine",
			"",
			"zasleh",
			"",
			"bolt",
			"",
			"trigger",
			"",
			"OP",
			"",
			"gl_reloadmech",
			""
		};
	};
 
};
class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[]={};
		skeletonName="";
	};
	class arifle_base: Default
	{
		skeletonName="arifle_base";
		sections[]=
		{
			"magazine",
			"bolt",
			"zasleh",
			"trigger",
			"OP",
			"Camo1",
			"Camo2",
			"Camo3",
			"Camo4",
			"Camo5",
			"Camo6",
			"Camo7",
			"Camo8"
		};
		class Animations
		{
		};
	};
    ..........

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does your .rpt file list something about your rifles animations?

using custom names for animated parts is not a problem, it just has to match for p3d and model.cfg.

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does your .rpt file list something about your rifles animations?

using custom names for animated parts is not a problem, it just has to match for p3d and model.cfg.

No .rpt Errors, Everything seems fine.

I am getting this in batches though:

16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:28:14 Backpack with given name: [] not found
16:28:14 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]
16:29:55 Backpack with given name: [] not found
16:29:55 Trying to add inventory item with empty name to object [VR Entity]

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Solved!

 

I believe that because my Skeleton shared a name with another Skeleton I had for a different weapon model, there was a conflict. Renaming the skeleton from "arifle_base" to "rs16_rifle_gl" seemed to do the trick.

 

Fixed Anim:

hswn9MO.jpg

 

Full Model.Cfg (In-case anyone else ever has this problem):

class CfgSkeletons
{
	class Default
	{
		isDiscrete=1;
		skeletonInherit="";
		skeletonBones[]={};
	};
	class rs16_rifle_gl: Default
	{
		skeletonBones[]=
		{
			"magazine",
			"",
			"zasleh",
			"",
			"bolt",
			"",
			"trigger",
			"",
			"OP",
			"",
			"gl",
			"",
			"gl_grenade",
			""
		};
	};

};
class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[]={};
		skeletonName="";
	};
	class rs_arifle_r2016_gl: Default
	{
		skeletonName="rs16_rifle_gl";
		sections[]=
		{
			"zasleh",
			"OP",
			"Camo1",
			"Camo2",
			"Camo3",
			"Camo4",
			"Camo5",
			"Camo6",
			"Camo7",
			"Camo8"
		};
		class Animations
		{
			class magazine_reload_hide
			{
				type="hide";
				source="reloadMagazine.0";
				selection="magazine";
//				sourceAddress = clamp;// (default)
				minValue = 0.0;//rad 0.0
				maxValue = 1.0;//rad 57.29578
				hideValue = 0.13; // was 0.145455
				unHideValue = 0.381818;
				animPeriod = 0.0;
				initPhase = 0.0;
			};
			class magazine_reload_move_1
			{
				type="translation";
				source="reloadMagazine.0";
				selection="magazine";
				axis="magazine_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.109091;//rad 6.250454
				maxValue = 0.145455;//rad 8.333958
				offset0 = 0.0;
				offset1 = 2.5;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_reload_move_2
			{
				type="translation";
				source="reloadMagazine.0";
				selection="magazine";
				axis="magazine_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.354545;//rad 20.313932
				maxValue = 0.418182;//rad 23.960062
				offset0 = 0.0;
				offset1 = -2.5;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_reload_rotation_1
			{
				type="rotation";
				source="reloadMagazine.0";
				selection="magazine";
				axis="magazine_reload_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.1;//rad 8.333958 //was 0.145455
				maxValue = 0.381818;//rad 21.87656
				angle0 = 0.0;//rad 0.0; //was 0.0
				angle1 = -0.2;//rad 30.0; // was 0.5235988
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class magazine_reload_rotation_2
			{
				type="rotation";
				source="reloadMagazine.0";
				selection="magazine";
				axis="magazine_reload_axis";//*probably*
//				sourceAddress = clamp;// (default)
				minValue = 0.454545;//rad 26.04351
				maxValue = 0.481818;//rad 27.606138
				angle0 = 0.0;//rad 0.0;//was 0.0
				angle1 = 0.2;//rad -30.0; // was -0.5235988
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class bolt_reload_move_1
			{
				type="translation";
				source="reloadMagazine.0";
				selection="bolt";
				memory=1;
//				sourceAddress = clamp;// (default)
				begin="bolt_start";
				end="bolt_end";
				minValue = 0.766667;//rad 43.926785
				maxValue = 0.8;//rad 45.836624
				offset0 = 0.0;
				offset1 = 1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class bolt_reload_move_2: bolt_reload_move_1
			{
				type="translation";
				source="reloadMagazine.0";
				selection="bolt";
				begin="bolt_start";
				end="bolt_end";
//				sourceAddress = clamp;// (default)
				minValue = 0.833333;//rad 47.746464
				maxValue = 0.866667;//rad 49.65636
				offset0 = 0.0;
				offset1 = -1.0;
				animPeriod = 0.0;
				initPhase = 0.0;
//				memory = true;//(default assumed)
			};
			class no_magazine
			{
				type="hide";
				source="hasMagazine.0";
				selection="magazine";
				minValue=0;
				maxValue=1;
				hideValue=0.5;
				unhideValue = -1.0;
			};
			class no_grenade
			{
				type="hide";
				source="hasMagazine.1";
				selection="gl_grenade";
				minValue=0;
				maxValue=1;
				hideValue=0.5;
				unhideValue = -1.0;
			};
			class bolt_empty
			{
				type="translation";
				source="isempty.0";
				selection="bolt";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=1;
				begin="bolt_start";
				end="bolt_end";
				offset0=0;
				offset1=1;
			};
			class bolt_empty_1
			{
				type="translation";
				source="reload.0";
				selection="bolt";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=1;
				begin="bolt_start";
				end="bolt_end";
				offset0=0;
				offset1=1;
			};
			class trigger
			{
				type = "rotation";
				source = "reload.0";
				sourceAddress = "clamp";
				selection = "trigger";
				axis = "trigger_axis";
				minValue = 0;
				maxValue = "1";
				angle0 = "0";
				angle1 = "rad -30";
			};
			//class BackSight_optic
 			//{
 				//type = "rotationY";
 				//source = "hasOptics";
 				//selection = "BackSight";
 				//axis = "BackSight_axis";
				//minValue = 0;
				//maxValue = 1;
				//angle0 = 0;
				//angle1 = 0.4;
 			//};
			//class ForeSight_optic
 			//{
 				//type = "rotation";
 				//source = "hasOptics";
 				//selection = "ForeSight";
 				//axis = "ForeSight_axis";
 				//memory = 1;
 				//minValue = 0.0000000;
 				//maxValue = 1.0000000;
 				//angle0 = 0.000000;
 				//angle1 = 0.000000;
 			//};
			class MuzzleFlashROT
 			{
 				type="rotationX";
 				source="ammoRandom";
 				sourceAddress="loop";
 				selection="zasleh";
 				axis="";
 				centerFirstVertex=true;
 				minValue=0;
 				maxValue=1; 
 				angle0="rad 0";
 				angle1="rad 360";
 			};
			class OP_ROT
			{
				type="rotation";
				source="zeroing.1";    	// use second muzzle zeroing for rotation
				sourceAddress="loop"; 	// loop when phase out of bounds
				selection="OP";       	// selection we want to rotate
				axis="OP_axis";       	// has its own axis
				minValue=0;
				maxValue=3;
				angle0="rad 0";
				angle1="rad 65";
			};
			class magazine_gl_reload_move_1
			{
				type="translation";
				source="reloadMagazine.1";	// was reloadMagazine2
				selection="gl";
				memory=1;
//				sourceAddress=clamp;			// (default)
				minValue=0.099291;			//rad 5.688955
				maxValue=0.141844;			//rad 8.127063
				begin="gl_start";
				end="gl_end";
				offset0=0.0;
				offset1=1.0;
				animPeriod=0.0;
				initPhase=0.0;
			};
			class magazine_gl_reload_move_2: magazine_gl_reload_move_1
			{
				type="translation";
				source="reloadMagazine.1";	// was reloadMagazine2
				selection="gl";
//				memory=1;
//				sourceAddress=clamp;			// (default)
				minValue=0.808511;			//rad 46.32427
				maxValue=0.836879;			//rad 47.949635
				begin="gl_start";
				end="gl_end";
				offset0=0.0;
				offset1=-1.0;
				animPeriod=0.0;
				initPhase=0.0;
			};
		};
	};
};

 

Thanks for the Help everyone!

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