Deciding Reload Animation

Post » Mon Jan 24, 2011 3:35 am

Ok so how could you get a gun to reload in a different way? Like say its set to reload A but you want Reload G. How could you do that? Oh also say it is the right reload animation, but you changed something on the weapon using nifskope. (took off some things added something) and now the gun won't do it. I took off a flash light scope an laser and I just put on my own scope, now it won't do the right anim.

Or, what if the anim won't work in general. Even if it says its the right one it still won't drop the mag and charge the reciever. What then?
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Mistress trades Melissa
 
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Post » Mon Jan 24, 2011 6:02 am

Anyone?
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Natalie Harvey
 
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Post » Mon Jan 24, 2011 8:10 am

Ok so how could you get a gun to reload in a different way? Like say its set to reload A but you want Reload G. How could you do that? Oh also say it is the right reload animation, but you changed something on the weapon using nifskope. (took off some things added something) and now the gun won't do it. I took off a flash light scope an laser and I just put on my own scope, now it won't do the right anim.

Or, what if the anim won't work in general. Even if it says its the right one it still won't drop the mag and charge the reciever. What then?

To change what reload animation a gun will play from the set- you do this in the geck entry for the gun in question. there is a animation tab. edit: art&sound

After editing the nif and it won't play the right animation, perhaps the node names are different, and the animation can't controll a block that isn't there....

the animation you set a weapon in the geck will be trying to find certain block names to control in the nif. if it can't find them, it won't do anything. example would be a reload- if you do not have the magazine block named correctly, the animation playing, will not interact with it. the hand will go through the motions empty. and the mag will just stay.
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STEVI INQUE
 
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Post » Sun Jan 23, 2011 8:59 pm

Yeah I have the problem with an AR. The Mag won't drop and the reciever won't charge. And the bolt won't open up as it fires.

Ok I just looked through it. Reload G should be the right one. But the clip doesn't drop and the reciever doesn't charge still. Is this a nifskope thing?

Pretty sure it is in nifskope. But I have the problem of not knowing how to use NIFskope to animate things...
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Philip Rua
 
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Post » Mon Jan 24, 2011 1:08 am

you don't need to animate the gun nif. for the most part the animations in any gun nif don't do anything, some do but not any of the animations where an actor does something ie taking a clip in/out. the block names are whats important. that's probably why the clip won't interact= either the player animations you ae setting it to use don't have a controlled block for the mag, or in the nif, the mag block is named something that isn't being controlled in the animations.
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Sammygirl
 
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Post » Mon Jan 24, 2011 7:38 am

I really don't get this block stuff and animation... I need a visual example, might you have one?
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Sophie Miller
 
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Post » Mon Jan 24, 2011 11:44 am

I really don't get this block stuff and animation... I need a visual example, might you have one?


No visual here either, but look at the nif structure like a family. The main node, the first one is the parent. Everything below it are children except for the first few which are the havok and collision structure, or the house, :P but all the nitristrips/shapes are children. They are the parts of the model. There are also sub nodes, like an uncle i guess. They may have children of there own. The animation of the trigger, bolt, magazine and release are like the uncles. They have to have there children under them, not the main node. The trigger node will control the trigger nitristrip/shape. The bolt node will control the bolt nitri and so on.

When you copy a part into another nif, copy it into the node where it belongs. If you just copy the mag nitri into the main node, the 'uncle' mag node doesn't recognize it as a child and doesn't uh animate it. :blink: There is a method that is more exact, where you convert to obj and import that way, but I'm just giving the general idea of the node structure.
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Vivien
 
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Post » Mon Jan 24, 2011 12:25 am

No visual here either, but look at the nif structure like a family. The main node, the first one is the parent. Everything below it are children except for the first few which are the havok and collision structure, or the house, :P but all the nitristrips/shapes are children. They are the parts of the model. There are also sub nodes, like an uncle i guess. They may have children of there own.

lol!

don't say that, it even confuses me.

actually don't worry about nodes and blocks- no one really knows the difference

The first main node, is the root node. its like a tree that's upside down. everything branches off from that one node. blocks are stuff. nodes are more stuff. often the definition overlaps. Nodes are usually ninodes. but can be extradata nodes as well.
Blocks though can mean just about anything you find in a nif as well. but usually people say- controlled block, or trishape, or something specific. node is usually a ninode.

I guess?
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Penny Flame
 
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Post » Mon Jan 24, 2011 2:21 am

Ok so there is the root of the tree, BSFadeNode. After that it branches to NiNodes and many other things. For example:

+21 Ninode (next to ninode) Txt ##SMGClip [8]

Then if you click the + next to 21 you get:

+22 NiTransformController (then there is like a little flag symbol next to it)
+23 NiTransformInterpoller (then there is 3 lines that seem to symbolize the X, Y, and Z axis.
(within 23) 24 NiTransformData
21 NiNode Txt##SMGClip [8]

Ok so that is the SMG Ninode branch. What do I do with it? How do I make it so that geck can register it and the game will then be animated??
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Logan Greenwood
 
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Post » Mon Jan 24, 2011 4:33 am

Anyone?
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Luis Longoria
 
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Post » Mon Jan 24, 2011 2:16 am

bethesda used ## at the start of node names that are going to be controlled in animations. having the node named ##SMGClip is all you need to flag the animation to play.
all you have to do is make sure the weapon is set up to use the correct animation set. which will be somthing in the 1h pistol.
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Samantha Pattison
 
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Post » Sun Jan 23, 2011 11:09 pm

bethesda used ## at the start of node names that are going to be controlled in animations. having the node named ##SMGClip is all you need to flag the animation to play.
all you have to do is make sure the weapon is set up to use the correct animation set. which will be somthing in the 1h pistol.


Ok so how can I make it be a two hand automatic, but have the animation of a SMG.
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Steve Smith
 
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Post » Mon Jan 24, 2011 7:11 am

Actually you might well be able to do something like that, and have it pull off without it looking weird.
the 10mm smg is roughly similar to a assault rifle. But you will not be able to make it a 2h auto and use the animation of a smg. as in one sense, they are one and the same thing. its the anims that make it a 2handed weapon.

so, as the 2 are roughly similar, you could hack it to get the 2h animations to play, you have to rename the blocks in your smg nif to match the appropriate ones that you might find in one of the 2h autos. and use the 2hand auto anims.

you will have to match the pivots of your smg's parts, to the pivots of the those in the 2h auto- or there will be further discrepancy during the anims.
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CRuzIta LUVz grlz
 
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Post » Sun Jan 23, 2011 8:41 pm

Ok to go about what you are saying. 20th century weapons already kind of did this. I have a M110 SASS (orginally was the AR10 from 20th) and it is held with 2 hands. But it reloads like a SMG. The mag will drop with reload G, but the reciever will not charge. Could this help me?
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Tracey Duncan
 
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