4/10/2023 0 Comments L4d2 gunshop saferoom mod![]() ![]() That causes the hands to follow the bone you tell it to follow. The Ikrule and everything afterwards on the a_idle handles the Inverse Kinetics in L4D2. Or if your looking action was "look" swap "anims/lookpose" for "anims/look" If you called your idle action "idlenoise" then your a_idle would need to load "anims/idlenoise". The "anims/." part loads the actual animation smd files. The Look animations all load the "lookpose" animation, while appointing frame 0 as being the "look down" pose, frame 1 is the natural pose and frame 2 is looking up. "A_idle" is the idle sequence you exported. $animation "look_up" anims/lookpose frames 2 2 subtract a_idle 0 $animation "look_mid" anims/lookpose frames 1 1 subtract a_idle 0 ![]() $animation "look_down" anims/lookpose frames 0 0 subtract a_idle 0 $animation "a_idle" anims\idle loop ikrule rhand touch "weapon" usesource ikrule lhand touch "weapon" usesource Try to keep inertia in mind when inserting the magazine. Now you gotta slightly move the clip on those few keyframes to fix clipping issues.Īnd now decorate the animation with more hand movement. This forces the clip to move back where it belongs. ![]() I do it to make animating the hand easier by just moving the clip.Īs you had seen in the image above, the "Child of" influence does back to 1 later. If you want you can set up a "Child Of" constraint on the left hand IK so it follows the clip aswell. That in turn allows you to move the gun in the right hand and not have the clip magically move.Īt this point you can do whatever with the left hand. This allows the clip to "fall out" and lose influence of the "Child of" constraint on it's way down. On that frame set the Influence of the "Child of" on the clip to 0 aswell. Move over a few frames and move the clip out of view. Head to the Bone Constraint tab of the Clip bone, hover over the "Influence" slider and press i. Make a keyframe for the clip bone, without actually moving it by pressing i. I prefer animating this way because it gives me more freedom.īut if you prefer it the other way, reparent the bones.Īnimate until the keyframe where the magazine would come falling out. This assumes you're using my prefab where the clip bone is not a child of the weapon bone. So that means we need to keyframe the influence of that constraint aswell. We had added it because we want the clip to follow the gun when it moves, but we also want to be able to move the gun in one hand without having the magazine move in the other hand while we reload. That "Child of" constraint on the clip that we added. I won't because the left hand is never used.Ĥ.5Now, for the reload animation there's rather annoying thing to deal with. You can now do this for the left hand too. Moving the weapon bone now, will cause the hand(s) to follow. Pressing the "Set Inverse" button once will bring the hand back. The hand will move away, which is normal. Select the armature and then the weapon bone. Select the right hand IK bone, go to the bone modifier tab and add the "Child Of" constrain. This allows you to only move the weapon bone and have the clip and hand follow automatically. Missing keyframes can break the animations.Īll our animations will be based on this current pose.įor now though, add a "child of" bone constrain to the hand and clip bone. Select all bones by Pressing A and then keyframe all bones by pressing i. We need at least one keyframe for every single bone. Notice how the very left only has some keyframes? I play in FOV 85 so I make my gun visible in that FOV, but also make it visible enough in FOV 51ĭon't forget that some players use very large FOV.Įverything leaving the screen, like hands and clips during reload, should move way out of frame. Use the camera and the FOV helpers to decide where you want the gun. Make a simple one-frame sequence of where and how you want the gun to be held. You could change the parenting if you prefer them not to be parented to eachother. ![]() The balls that are children of it are the Elbow helper bones. The Octahedral bones on the hands are the hands IK bones. This allows us to save all animations in the same Blender save file, as different actions. 4.0Go to the Animation tab and change the Dope Sheet to Action Editor. ![]()
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