Jump to content
Sign in to follow this  
granQ

Weapon not rotating around the axis

Recommended Posts

The bones are ok, since its working..

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgModels

{

class Default{};

class VTE_Weapon

{

sectionsInherit="";

sections[]={zasleh};

selectionFireAnim = "zasleh";

};

class VTE_M79:VTE_Weapon

{

skeletonName="VTE_M79Bones";

class Animations

{

class reload_weapon {type="rotation";source="reloadMagazine";selection="barrel";axis="osa_barrel";minValue=0;maxValue="1";angle0="0";angle1="rad 45";};

};

};

};

now, it rotates but not around the axis, i put the axis in both "normal" and memory lod just to be sure.. still not working, someone got this to work or is weapons not happy with this?

m79.jpg

Share this post


Link to post
Share on other sites

bad screen imho. give left projection wink_o.gif and show the axis in o2.

+show cfgSkeletones section wink_o.gif i guess nones links there are inappropriate

Share this post


Link to post
Share on other sites

my question is actually "is it possible so i should i look harder or do i just have to accept it?"

Share this post


Link to post
Share on other sites
my question is actually "is it possible so i should i look harder or do i just have to accept it?"

now, it rotates

you just screwed up with some bones or axis wink_o.gif if you wonna discover it on your own - take your time wink_o.gif

Share this post


Link to post
Share on other sites
my question is actually "is it possible so i should i look harder or do i just have to accept it?"

now, it rotates

you just screwed up with some bones or axis wink_o.gif if you wonna discover it on your own - take your time wink_o.gif

yes it rotates, but it doesnt rotate around the axis i made and since i was among the first one to release working addons with custom made bones and animations I know how it SHOULD work.

but, now it isn't working and since i had more problems with "ofp" bugs compared to my own bugs i am wondering if anyone could confirm if this should work or not.

Share this post


Link to post
Share on other sites

don't think you are the only one who works for arma wink_o.gif

if you want the answer provide more info.

Share this post


Link to post
Share on other sites
don't think you are the only one who works for arma wink_o.gif

if you want the answer provide more info.

the answer on the question:

Do you know if its possible to get the animations on a weapon to rotate around an AXIS?

Because everything is working except it doesnt rotate according to the axis, even if i move them around..

but, since you demand the information here it comes:

class CfgSkeletons

{

class VTE_M79Bones

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={"barrel",""};

};

};

nothing strange there..

http://granq.se/files/vte/m79_2_o2.jpg

the axis is also present in memory lod.

Share this post


Link to post
Share on other sites

Hi GranQ

"barrel" is not in your CfgModels sections[]={}; definition ......

Make any difference ?

It was my understanding that anything that is animated has to be in the sections[]=

Share this post


Link to post
Share on other sites

sections are about damage and hidden textures, not anims

axis have to be in the memory. Cause it's rotating means animation is possible. It rotates a bit strange there can be reasons:

1. add memory=true into reload_weapon section

2. barrel bone is not linked to the weapon. Try to aim high to see what I mean. Add connection link skeletonBones[]={"barrel","zbran"};

Share this post


Link to post
Share on other sites
sections are about damage and hidden textures, not anims

axis have to be in the memory. Cause it's rotating means animation is possible. It rotates a bit strange there can be reasons:

1. add memory=true into reload_weapon section

2. barrel bone is not linked to the weapon. Try to aim high to see what I mean. Add connection link skeletonBones[]={"barrel","zbran"};

tried both, not working.

Share this post


Link to post
Share on other sites

can you post a sreen from a side when you aim high ? if it rotates then there's rotation axis wink_o.gif

Share this post


Link to post
Share on other sites

Are we sure that;

type="rotation";source="reloadMagazine";

are the correct definitions?

I don't work with weapons so I'm not sure.

Share this post


Link to post
Share on other sites

source means "what triggers the animation", here i want it to be when i reload, and thats working.

rotation is also working as i want. I can change to axisx or something and it will rotate around differently, but problem is that it rotates around something for me unknown instead of the axis i defined.

Share this post


Link to post
Share on other sites

I've had a similar issue with this as well. I couldn't seem to get the axis for the trigger on the USPs in my weapons pack to work. The trigger rotates, much like your M79's barrel, but not on the axis I defined. Instead it seems to rotate on an axis in the distance and the trigger simply disappears up through the pistol and about 15 feet in the air...almost as if the game is defaulting the rotation to some sort of "fallback" point, much like when you define a weapon model as a rifle, but don't give it a memory LOD, the firing points etc are set to 0,0,0 within the model and fires on the Z axis...If I do find a solution when I get my system back, I'll let you know.

Share this post


Link to post
Share on other sites

thanks jackal smile_o.gif

and if i find something i let you know, but probaly leaving it "static" for now because of the problems with it.

Share this post


Link to post
Share on other sites
I thougth the axes had to be in MEMORY Lod.

I'm glad everyone has these problems, means I am not retarded wink_o.gif.

Please show your CfgSkeletons section.

Have you tried using a different model as a skeleton one, with only axes? It seems to work better sometimes.

It appears that If you remove all the axes from your memory lod of your actual model and create a new "model" with only axes and then use the second one as a skeleton for first one it works different than if you just use the same model for both skeleton and the actual model (like Solus did).

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons

{

class Six_m249_Skeleton

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"cockinghandle", "",

"magazine", "",

"belt", "magazine",

"link", "belt",

"belt_1", "belt",

"belt_2", "belt",

"belt_3", "belt",

"belt_4", "belt",

"belt_5", "belt",

"belt_6", "belt",

"belt_7", "belt",

"belt_8", "belt",

"belt_9", "belt",

"belt_10", "belt",

"belt_11", "belt",

"belt_12", "belt",

"belt_13", "belt",

"belt_14", "belt",

};

};

};

class CfgModels

{

class SIX_M249_eotech

{

skeletonName="Six_m249_Skeleton";

class Animations

.............

Six_m249_Skeleton is the model with axes only.

I have noticed this because I've made a couple of variants and the first one was used by other ones as a skeleton protoplast and the variants worked different... crazy_o.gif

We need a petition thread for BiS to just release uncoded files.

Cracking these things up takes 10x the time modelling itself does  banghead.gif .

I am really not certain if i didn't get all of this totally wrong and it works because of some totall coincidence, which has nothing to do with what I'm dooing. icon_rolleyes.gif

EDIT: undo the above, I am a morron rofl.gif . The animations remain a mystery.

Share this post


Link to post
Share on other sites

BTW: there might be a simple way around the problem: by not defining axis at all.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">axis="";

If you do so, according to BIKI, the bone should rotate around its geometric center (half of width, heigth and depth).

And this center can be moved easilly by adding a single verticle to the bone selectoin to shift it.

Anyone willing to try?

EDIT: actually forget all the above.

It seems that all we need to do is add a named property:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">autocenterAnd set value to 0.

Afterwards the "autocentring" Solus spoke of dissapears.

Share this post


Link to post
Share on other sites
Quote[/b] ]It seems that all we need to do is add a named property:

it's logically - cause model is autocentered by default - thus moving axises a bit.

Share this post


Link to post
Share on other sites

yeah big thanks.

Autocenter did it,now its working.

VTE thanks Panda yay.gif

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  

×