Well, yes. That's basically what I was going to do, except using the existing powerfist anims and the altered left ones to form an Attack8 set to avoid any conflict with animation replacers.
fair enough
To do the rigid bit you might be able to stick the second glove in the first's nif the same way flamers etc. handle backpacks? They have the backpack prned to a single node, after all.
Well, yes. thats basically how it'll have to be done. I could give you a super quick test version to experiment with(it attachment is probably going to be off, I'm not actually sure how to reconstruct its placement in scene to the weapon bone untill I try)...... tbh I was just waiting to see how this is over come- once the powerfist is prned correctly to a left forearm twist, the pivots/translation will be changed in object space, I really don't think I can get around that easily. and afaik the existing animation blocks you want to reuse, need that information. even if handled carefully, as not to upset its current pivots in relation to each part of the object, what I expect to happen is at best the pistons to move backwards or something. and so just thinking, because you'd want to prn it to a different bone, ie left forearm twist for example, it will certainly have to completely different transforms. and the controlled blocks will be like weee! lets just go this nonsensical direction, woot! so I
think what would need to be done, is just to do it from scratch. pretty easy actually, once the left rigid part is set up in the right place. Its what I'd do so wouldn't have to think of stupid jiggery pokery workarounds.
so is the no else doing that bit of nif pokery?