Animating my AK47 in MS3D

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Animating my AK47 in MS3D

Postby EternalDeath » Fri Jan 26, 07 12:16 am

I have my gun moddeled, skinned, and I have sounds and part of a script made for it, but now I need to animate the 1st person view and add that to the script, thats were I need help

The last time I tried doing a search for it that didnt help much

I need to know how animations are done with weapons (fire, reload, etc...) and I know some people here managed to make weapons, and I also need to know how to animate, plz help me
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Postby clyzm » Fri Jan 26, 07 1:36 pm

me wrote:Go to Animate at the top and put "operate selected joints" off. Then you add joints by going to "joint" on the right, and add joints corresponding to how many groups will be moved. For example:

If you want just the gun to move, no clip moving seperate from the gun or the hand moving away from the gun, you just add one joint. But if something's gonna move seperate from the gun, you add 2 or more.

Then you click on that joint, select the groups that the joint will be moving and with the groups selected, go to Joints on the top right corner and press "assign to joint."

[in your case, add a joint to the AK47 mesh, maybe another one to the clip and one to the hand]

Then press the animate button on the bottom right and then select your joint and move the joint to whater position your new animation will begin. Then once it is done, go to Animate >> set keyframe and then go to a new frame by moving the slider at the bottom and go to the next position, ie repeat.

Sorry if I've been confusing but that's the basics. If you want more in depth, google some tuts.


And since you're doing a weapon, here is my recommendation:

Well, you add one joint, then joint again. But, go to select > joint, select the first joint you made and add another joint. Now, assign joint #2 hand and joint #3 mesh, so that when you want to control both of them, you can just move the original joint, but if you want them to seperate, you can move the joints extending from original. You don't need to assign the original joint anything. Here's a diagram in case you are confused:

Image


Sorry if you're confused.

That's all I can say for animating. For importing the animations, I tbh think its a bit too complicated to explain but go to http://tack.planetdeusex.gamespy.com/Ho ... eshes.html to learn more.

Btw, for each frame number (like frames 3-12 when you make keyframes), that would be like FIRE anim and such.

Soz if you're still confused, it's complicated and it took me nearly 2 years to master it (and I'm still not that good at it tbh).
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Postby EternalDeath » Sat Jan 27, 07 2:57 am

Thanks, that helped alot, now its fully animated and I can get it just right in DX
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Postby clyzm » Sat Jan 27, 07 3:08 am

Always happy to help. <=)
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