Best fix for weapon/hand position

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Anakin
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Best fix for weapon/hand position

Post by Anakin »

Hi,

what will be the best fix for that problem??
fix the animation, or fixing the model?? And how would i fix that?? FP looks great.
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Re: Best fix for weapon/hand position

Post by thelegend »

I believe the animation itself needs to be adjusted a bit to fit it the weapon model to the trooper.
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Re: Best fix for weapon/hand position

Post by Oceans14 »

I had this problem at one point and it was because the mesh wasn't a child of hp_active.
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Re: Best fix for weapon/hand position

Post by Anakin »

what mesh?? The weapon? I have the weapon mesh and under it there is a hp active.
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Re: Best fix for weapon/hand position

Post by Oceans14 »

Anakin wrote:what mesh?? The weapon? I have the weapon mesh and under it there is a hp active.
Sorry, yeah, the weapon mesh goes into hp_active. In other words hp_active serves as the dummyroot null.
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Re: Best fix for weapon/hand position

Post by Anakin »

I'll try it. In my mesh the weapon is the base and the childs are hp_active and hp_fire. (i used the stock pistol for reference. The rifle may have been better)


==EDIT==

still the same problem. Not sure whether the position was correct at idle before (that's now) but while firing it is still the same problem.
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Re: Best fix for weapon/hand position

Post by Oceans14 »

Does the hierarchy look like this:
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(where hp_fire would be a child of the weapon mesh I suppose)

Here's what Ace said when I had this issue:

http://www.gametoast.com/viewtopic.php?f=36&t=31874
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Re: Best fix for weapon/hand position

Post by Anakin »

Yes it's looking like this. The right hand is at it's position, but the left hand is wrong placed. I think it's because the left arm is longer than the right one.
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Re: Best fix for weapon/hand position

Post by Spiret »

How you fixed this? I have the same problem.
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Re: Best fix for weapon/hand position

Post by Anakin »

we made custom animations ;)
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