*sigh* Give it here...I'll put it on my Xbow animations if possible. What you did was move the hand vertexes, correct? If so, then the reason it fucked up is because the body vertexes are still attached to the boneset, but are trying to orient from different positions, hence the fubar you have there. You cannot move the vertexes of the hands or this will happen. You can move the boneset along with your body model, but the animations used will cause it to snap back to the position it was in before anyway.
i dont think i did that... :/
it was working fine with the crossbow rigged and all that, but then i opened up the idle1.smd and move the hand down and rotated it (i heard ms3d isnt so good with rotating bones).
Yeah, certain bones, like hands, REALLY dislike being rotated. Also, you can't edit animations like that. You can't just open them up as you would a reference .smd file. When you import an animation .smd file, make sure that you hit no at the "append at end of current animation?" dialog box. Then, to edit the animation, hit the animation mode button. Editing the bones from normal mode will not work. Also, when you finish your edits, you must append them to the keyframes of the animation, and edit the keyframes one by one. For example, you start on frame 1. Make the necessary changes, then hit ctrl+k to append it to the current keyframe. Move the slider along the bottom up a notch and repeat until you finish.
Well, since Vomica is back from the dead, midas well bring this thread back with him...
...Do you still have this laying about? We need that heavy crossbow, and the only other alternative I can think of is basically a shotgun with a stick through it.
Even if you only have the p_model and still can't get the view model right, we maybe able to work something out.
Anyway even if it's temporary, the musket would shoot bolts because I don't think Thothie would make gun powder and pellets only as a temporary solution while waiting for a crossbow model.
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