Akimoto Posted June 23, 2012 Share Posted June 23, 2012 Does anyone know if it is possible to animate weapon models? I was looking at an world of warcraft weapon that have an animation in it, and I would love to learn how to make it the same way in JKA. Perhaps someone know of a weapon that is already made that do this? All help appreciated. Link to comment
MUG Posted June 23, 2012 Share Posted June 23, 2012 Pretty sure you can only animate the first person view of guns. Link to comment
Inyri Posted June 23, 2012 Share Posted June 23, 2012 As far as I know, that's true. You can sometimes do some tricky work with animmaps, if you just need an animated texture, but it's very limited in this engine. Link to comment
Jimmythebassist Posted June 29, 2012 Share Posted June 29, 2012 So how do you animate a gun in first person view then? I'm working on a shotgun that could use a pump animation if I can get it to work. Link to comment
Raz0r Posted July 10, 2012 Share Posted July 10, 2012 The MD3 format uses vertex animation, and saves several 'frames' which are used for animations.I haven't looked at how to export an MD3 with several frames, or how it would be created. These commands are useful for debugging: ============================================================================= MODEL TESTING The viewthing and gun positioning tools from Q2 have been integrated and enhanced into a single model testing facility. Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>". The names must be the full pathname after the basedir, like "models/weapons/v_launch/tris.md3" or "players/male/tris.md3" Testmodel will create a fake entity 100 units in front of the current view position, directly facing the viewer. It will remain immobile, so you can move around it to view it from different angles. Testgun will cause the model to follow the player around and supress the real view weapon model. The default frame 0 of most guns is completely off screen, so you will probably have to cycle a couple frames to see it. "nextframe", "prevframe", "nextskin", and "prevskin" commands will change the frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in q3default.cfg. If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let you adjust the positioning. Note that none of the model testing features update while the game is paused, so it may be convenient to test with deathmatch set to 1 so that bringing down the console doesn't pause the game. ============================================================================= // ... { "testgun", CG_TestGun_f }, { "testmodel", CG_TestModel_f }, { "nextframe", CG_TestModelNextFrame_f }, { "prevframe", CG_TestModelPrevFrame_f }, { "nextskin", CG_TestModelNextSkin_f }, { "prevskin", CG_TestModelPrevSkin_f }, I'll be using animated MD3s for my "q3pro" mod, but I'm focusing on the code first (aka I'm a terrible artist and you should do it for me)The MD3 weapons in base are animated too - the Flechette's barrel model for example. Link to comment
eezstreet Posted July 10, 2012 Share Posted July 10, 2012 The hand model of guns are what map the animation from third person to the first person animation. Using _barrel models, one can change the position of these things. Unfortunately, you can't do anything fancy like scaling, and the first person gun animation's framecount is exactly the same as the frame count of the third person animation. Also, without fancy weapon hacks (or my Smoothened Weapon Animations) the animations won't be really smooth at all. Link to comment
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