[AREQ] About the BAR and a FG42


FIGUUR
06-24-2003, 01:33 PM
Im someone who does his own origins and stuff, but today i wanted to adjust the BAR model to be in a sort of semi-shoulder view...
But, when undeployed the weapon is more to the right/under bottom of the screen, so if i'd make it shoulder view for when its not deployed and i would deploy it, i would be looking through the gun....

Same goes for the FG42 which is in reallypssd recent pack, i love that model ever since it was released in beta 2.1, but whenever i deploy it, it goes into iron sight, but when undeployed its somewhere between shoulder view and default view.....

Now, the request is, could an animator redo the animations concerned so it stays in the same position when deployed and undeployed? I hope it isnt that much work...

Ofcourse i'll show the origins of both when im done, and release them if people want them :rolleyes:

Link to both weapons in .mdl format:
BAR and FG42 (http://home.quicknet.nl/qn/prive/mjj.denooij/weapons.zip)

FIGUUR
06-26-2003, 03:02 PM
is it that much work?

Ska Wars
06-26-2003, 03:05 PM
When it comes to animations of these boards amte you might as well sit down and learn yourself instead of asking for help cos you very rarly get it.

There jus aren't enough animators here to really help you out, and the ones we have got are probally up to their eyeballs in other peoples requests lol

Try asking;

Glimsharp
Cheeto
Ripa

They're the only animators I know off lol

Ska

Strider
06-26-2003, 03:10 PM
Klown foo...

Ska Wars
06-26-2003, 03:14 PM
Oh yeah, forgot klown.

he's been going about 5ish months now I think... mabye longer, cant remember.

Ska

Cheeto
06-26-2003, 04:46 PM
Well I think the FG-42 anims from Beta 3.1 would work.

FIGUUR
06-27-2003, 03:46 AM
for the fg42 i could use the 3.1 or the default from 1.0 anims, but then i would have the problem for the animations to deploy it, and undeploy it...

anybody know of a good animation tutoriol for a total newbie ;)

Devin Kryss
06-27-2003, 06:54 AM
no, but I think a google search for milkshape animation tutorial might help, and there might be one somewhere in the stickies above.

FIGUUR
06-29-2003, 04:48 AM
i looked through the ones in the sticky's, but couldn't find any for milkshape specific

Google whoever is something i didnt do :rolleyes: thnx for the idea.

Kameradschaft
06-29-2003, 06:20 PM
Dont forget my buddy Bittles, he does pretty good anims.

[GIMP]-Cochise-
06-29-2003, 08:01 PM
Another way to fix the animation from up position and deploying the bi-pod is to split the origins.

You create the first set of $origins and place it before your $sequence start. Then you create a 2nd set of $origins and place it before the $sequence up_to_down area in the qc file. The 2nd set of origins will differ from the 1st set, so slight modification is needed.

This worked for me for the bar and fg42, which I'm using in iron site mode.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.