In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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Anakin
Master of the Force
Posts: 4817 Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)
Post
by Anakin » Mon Mar 14, 2016 12:02 pm
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.
thelegend
Sith
Posts: 1433 Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)
Post
by thelegend » Mon Mar 14, 2016 1:21 pm
I believe the animation itself needs to be adjusted a bit to fit it the weapon model to the trooper.
Oceans14
Command Sergeant Major
Posts: 296 Joined: Mon Apr 27, 2015 7:09 pm
Projects :: Athenova Campaign
Games I'm Playing :: SWBF2
Location: Planet 4546b
Post
by Oceans14 » Mon Mar 14, 2016 5:27 pm
I had this problem at one point and it was because the mesh wasn't a child of hp_active.
Anakin
Master of the Force
Posts: 4817 Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)
Post
by Anakin » Mon Mar 14, 2016 6:21 pm
what mesh?? The weapon? I have the weapon mesh and under it there is a hp active.
Oceans14
Command Sergeant Major
Posts: 296 Joined: Mon Apr 27, 2015 7:09 pm
Projects :: Athenova Campaign
Games I'm Playing :: SWBF2
Location: Planet 4546b
Post
by Oceans14 » Mon Mar 14, 2016 9:45 pm
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.
Anakin
Master of the Force
Posts: 4817 Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)
Post
by Anakin » Tue Mar 15, 2016 4:08 am
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.
Oceans14
Command Sergeant Major
Posts: 296 Joined: Mon Apr 27, 2015 7:09 pm
Projects :: Athenova Campaign
Games I'm Playing :: SWBF2
Location: Planet 4546b
Post
by Oceans14 » Tue Mar 15, 2016 1:33 pm
Does the hierarchy look like this:
(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
Anakin
Master of the Force
Posts: 4817 Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)
Post
by Anakin » Tue Mar 15, 2016 2:31 pm
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.
Spiret
Private
Posts: 41 Joined: Sun Jan 03, 2016 11:44 am
Post
by Spiret » Mon Jun 13, 2016 2:37 am
How you fixed this? I have the same problem.
Anakin
Master of the Force
Posts: 4817 Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)
Post
by Anakin » Mon Jun 13, 2016 4:48 am
we made custom animations