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Battlefield Modding Tutorials BFMODS • View topic - Trying to get rifle animations to work in a FH related mod.

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Jun 18, 2009 7:51 pm 
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PostPosted: Thu Jun 18, 2009 8:39 pm 
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The colt and nambu aren't single shot weapons are they? Being semiautomatic, shouldn't they be with the M1Carbine?

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PostPosted: Fri Jun 19, 2009 10:12 pm 
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mm I tried that but still...crash on mid load. I also tried calling them copystate2.

helppy...pleaseeeee.


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PostPosted: Fri Jun 19, 2009 10:26 pm 
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There are very few animation experts around.. have you asked the FH guys?


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PostPosted: Sat Jun 20, 2009 12:42 am 
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The hands don't need to be perfectly still. What needs to happen is the gun's sights need to be aligned to Perfect zero in 3ds Max before any animating is done. After that its just a matter of using the soldier camera positions and zoom camera positions to get the gun in down the barrel aim.

I suggest you find someone who has a copy of my mini-mod for 1942 with 3d Iron sights and take a look at my animations to get an idea.


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PostPosted: Sat Jun 20, 2009 6:46 pm 
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Yes, Everything in 3ds Max is a decimal point off from what BF1942 records it as. So if you go into the commonsoldierdata.inc, there are a few lines of code which define the soldier cameras position in-game. These coordinates, after adjusted for 3ds max, can be the guidelines for placing a cylinder or dummy, or other object at exact 0.0.0 in game.


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