View Full Version : Adding something new to gun
shadow_ninja
03-23-2003, 10:39 PM
i was watching some movie the other day and i saw this M4 conversion rifle. it had a silencer and a grenade launcher.scope, and all the goodies.(needless to say i made it) and plus i added a multiple clip animation to it. but i wanted to know if i could make a strap and attach it to the gun so hangs down from the gun,but it would have to move around when max is running. so if you know how or even if adding a shoulder strap to gun is possibly post back. *dont tell me there was already guns out there like mine i knew that* so any and all ideas would be aprecaited....
LJHalfbreed
03-23-2003, 11:04 PM
Heh... I don't believe it's possible. The weapon has it's own separate animations from the characters animations, so it'd be impossible to tell the strap which way to swing when the character moved, so you'd have more of an unmoving look to it.
You could, however, animate the sling swinging on the 'weapon default' animation, which would give you *some* movement. Unfortunately, without really extensive coding to cause that weapon to animate according to how the character was carrying it (IE: adding new WS animation strings to *ALL* of the character's animations), it wouldn't work 'right'.
Feel free to try it anyway, but you're limited to the amount of weapon animation ID's available AND it seems like a heck of a lot of work for just one weapon out of many.
-LJ
PlayfulPuppy
03-23-2003, 11:45 PM
Well, after reading LJs topic (http://forums.3drealms.com/ubb/ultimatebb.php?ubb=get_topic;f=18;t=002011) about the chaingun animation not looping when you're standing still, it MAY be possible.
I'll admit, I've never done anything with the Max engine, but I'm going off what I know.
If you have a short animation that swings the gun as the default animation, if you're standing still it wouldn't loop, thus being static, then would kick back in when you start running again.
Wouldn't you be able to use that to some extent?
Akari
03-24-2003, 07:47 AM
just make it a skin_item attach to the back bone
LJHalfbreed
03-24-2003, 09:12 AM
Actually, there *is* something I figured out with the minigun issue that *might* be useful to you.
If you were to edit the weapon and make the sling swing, make it happen during the weapon_default animation.
Every time the game accesses that weapon_default animation, the sling would kick around.
The only problems you'll run into is that the sling will not realistically swing while the character is running. However, it *will* swing.
-LJ
Akari
03-24-2003, 09:18 AM
no no no. Make it a skin item. Then it will swing with the player. Unless I dind't read your post right and you meant so that it is there when not being used and then nothing on the back of the player but the gun in his hands ...man...if that's what you meant...jeez...I MUST be dead tired...
LJHalfbreed
03-24-2003, 09:31 AM
umm... you can't hide skin items. And, you can't connect skin items to weapons. AND, even if you could connect skin items to weapons, the skin items are attached to a bone and therefore would result in some weird animation problems. So yeah, after a comment like that, you might need to go to bed. images/icons/smile.gif
The only thing that can animate the weapon(or things attached to the weapon) is the weapon system itself. There are only 6 weapon animations available, so you have to make do with that.
-LJ
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