Re: Reloadable Weapons

jedi-ftank wrote:

but how about the imperial 'knife'. if you leave it alone for a while the guy balances it on his finger?
i'm sure if the animator could do that he could make the E-11 reload

FSDev| General Un-Co wrote:

..., most weapon animations however are stock 2142.

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Re: Reloadable Weapons

Eheh...right. Well, is it that hard to animate a reloading gun? It's just detatching a clip from the gun, tossing it, and putting a new one in. Can't you just make the clip and the gun two seprate entities and just have it dissappear from the gun when he takes it out, and when he puts it back in have it reappear? Maybe the hand would shift the image to having the clip on it and take it out when he tosses it/puts it back, and the clip would become it's own entity with a motion path because it doesn't need to be in sync with a hand or anything...im no good at game coding. Tell me if ANY of that made sense, and i will be quite impressed.

Curses, foiled again!

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Re: Reloadable Weapons

Its not a matter of the complexity of the animations it is having an animator in the first place. Please stop pushing the issue. We want to get the animations in one day but at this point in time it is not feasible, to animate 55 handheld objects each with roughly 12 animations each. Be patient.

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