For awhile now I've been fiddling with Animating, I have a good understanding of how it works, and I'm getting better at creating fluent animations, however something is perplexing me.
If anybody here has fiddled with the Animations before, please post your ideas, my problem, involves the weapons themselves. In the Animation for BF1942 the Weapon and the Actual Man are seperate, being packed to two seperate .baf's for each animation. The Man goes to the WeaponHandling whilst the weapon goes to the Weapons. The WeaponHandling involves the movement of the arms and torso, and the Weapons involves the movement of the weapons parts. The moving pieces of a weapon. However whenever I select these pieces something must go wrong.
As far as I can tell, and from the Tutorials I've managed to locate, you have to select the bones of the weapons .ske or skeleton like so:
![Image](http://i82.photobucket.com/albums/j242/Archimonde0_0/Bar1.jpg)
and save it using the "selected bones" option, instead of one of the presets. However when I save the weapon, I can reimport is just fine, and it will look good. But when I pack the .rfa up, and apply it in game, then things get wierd. The clip disappears, the weapon parts dont move like they are suppose to, and even if they do, it is off in the distance. I've been trying to discover the key to this mystery, my latest thoughts are that it has to do with the position of the parts. That unless they are all centered at 0/0/0 in MAX, they go somewhere else entirely. But I was hoping perhaps someone could shed some light on this dilema.
I also have one more question, I have been using Max to create 2D Down the Barrel Sights out of the weapons models, I get the sights in game perfectly, and centered well, but the ring you typically see in the Artillery Binoculars is still overlaying on top of it. Anybody know how to remove this ring?