#MCR Beltfed
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Still need to do the bones for the upper cover and add in attachment slots for the suppressors and optics. Once I get all the big stuff done I will be uploading to workshop for testing amongst the community.
Gimme gimme.
Can’t wait, never seen this gun in a game yet 🥹
Not many people really know about it tbh and since its patent ran out or whatever the lima six is now out and this is the closest I can get to my IRL collection lmao
gotta make do with what u got!
for sure... if only I had the skills to actually model shit. If I did almost every handguard and stock known to man would be added in for bacons modular m4s
the bare bones version lacking magazine animations and reload animations etc is on workshop to test compatability with optics mods, loadout editors etc.
Supressable?
yes
If anyone knows anything about animating in enfusion and blender please message me. I apparently have no clue what I need to do to get the ammo belt to move and show an empty box after ammo is depleted or getting the top cover to open and close. I could honestly care less about the safety selector or bolt moving.
Edit: also should I just attach the bipod to the model in blender or make it as a separate piece?
Is this just essentially a belt fed ar15
pretty much, nothing else special about it really besides it’s 10x cooler
Yes and since it is it has the ability to be semi automatic or full automatic. So you can get them more accurate shots in if need be when supporting your squad.
I can’t ask if I don’t know what it is?
He asked a fair question don't see the issue my guy
To get the ammo belt to move you will need to go into animation editor and see how they are doing it for the belts there. You will typically mirror those frames in blender and insert your animation in the animation graph for the gun. To get the ammo to disappear you need the magazine animation component. Define the meshes to disappear in there (Bullet_0) etc and make sure it is linked to an animation graph that has that controller which would be one of the belt fed guns so it has the right flow for that master controller
thank you. also currently i have a weird issue where the bolt, trigger and safety selector are all out of position on the prefab but perfectly fine in the .xob
Did you do your own animations or are you using an existing AGR?
basically duplicated the 249 prefab and changed the mesh
come to think of it thats probably my problem lmao the safety and trigger on a 249 are located back a bit from where it is on the model im using
is there a way I can add other people to be able to work on a project with me?
Thats your issue. I had the same issue in that you would need the bones to be in the exact same place for your animation to work the same way. So in the xob its right but when the animation graph takes over it changes the bones to the expected location basically. Its why I had to suffer through learning animations so that I could get the guns I wanted actually properly animated
Yeah its my first weapon mod and first time doing anything in blender so its been a huge learning curve. if it was a config or prefab edit i would have it done in like 10 mins lmao
i can slowly walk you through it if you like. Im pretty busy these days but I could likely distill it down to half the frustration usual as you work you way through it this far. the big thing is figuring out the blender side of the animations and how that needs to be in relation to the AGR you want to use. then it becomes a matter of importing it which isnt as bad as one would think once you get over all the crap that trips you up initially
I would love the help bro, if you have time this weekend. youll also get contributor credit on this.
might be tough over the next week as i have family coming from a long way pre christmas.. that being said... Ill dm you and we can talk as I can likely get you over most of you hurdles if you got this far.
I appreciate it. I have no deadline on this and can wait til you can get free time.
i sent you a DM. All good. It's one of those things where once you start working on things you get the whole "it's ready when it's ready" lol
Update: 3 animations done so far, got a few more to do then I need to export them to enfusion and proceed to doing the logic stuff. All I have to say is a big ass ric flair WOOOOOO!
Update: Basic animations for top cover during reloading etc are done. Added FDE and FDE/Black variants of the prefab to the files but not into Inventory for factions yet.
Working on implementing a bipod model to be added to the rail system (non removable) and animating the rest of the stuff for the safety, charging handle(folds down and then comes back) and then working on the belt box model/prefab/animations.
Update: these belt animations are a pain in the ass
Modding was never supposed to be easy, keep chipping away at it.
ugly hey? I haven't done one yet so you are in uncharted territory for me... i should take a look at a belt anim... i saw a .300 blackout mg that would go great in the 300 blackout mod im doing
The plan is to make multi caliber versions of this as well since AR Platforms essentially just need a buffer/barrel swap sometimes a bolt swap (if case head is different) to change calibers. since 300AAC is essentially a 5.56 case cut down to 34.75mm and necked to a .30 caliber projectile IN THEORY they should run out of a 249 style feeding system. If I did this I wouldnt be changing shit with the models, just the caliber and damage stuff for the round and maybe fire rate and such.
Also UPDATE: Finally fixed the damn textures, added in the semi auto fire mode, moved the bipod deploy context location to where it needs to be, added in the firemode selector context when you inspect, fixed the UI naming so it shows as an MCR when you go to pick it up, Should show MCR and 5.56 in the HUD UI as well.
Haven’t heard from you in a bit, thought we lost you to the 1.6 bull.
Nah just working on a map etc for a server I'm starting.
Pretty much all I have left to do for the most part is finish the Belt animations, Create collision for the models of the rifle and the Belt/mag, and make the Rear Iron Sight a separate component that is removable so you can use more optics without it clipping in to them
Although honestly A TON of people use the PKPB mod and its belt is in the wrong place completely so I may just leave the base 249 belt as it is.
Belt animations are hard, can't blame you ^^
The animations aren't hard sorry, the rig is
Yeah but that’s lumped in with animation for me getting each round its own armature and each belt link its own and then making em dance
You mean each round its own bone ?
If you intend to use that belt often it's really worth it to give it a rig like this, it's not the easier to set up but will save you a lot of time https://streamable.com/60kuis
That's a proxy rig like the one of the reforger character riggify rig there is some videos available to put together
Yeah for the wiggle while firing
I'm so happy to see this in Arma, the M249 shall collect dust forever in our milsim group.
Hopefully more people start using it because it’s hilarious that we literally have footage of Russia and Ukraine using suppressors on lmgs and yet every server I’ve played on no one either a) knows how to set up a prefab to allow one or b) uses a mod that already does said things
Yeah, when everybody runs suppressors, and I run LMG, I always feel left out.
MCR Beltfed
Decided to leave vanilla 249 belts as the current magazine prefab for full release until I have more time to finish the animation workspace for the proprietary belts.
Will be adding laser and flash light attachment points to the front rails and adding in 4:1 M995 and m856 tracer belts as well as full AP belts and m855a1 belts to the inventory config.
Also if anyone could point me in the right direction to make the file size smaller it would be much appreciated currently it’s sitting at a bit under 300mb for the mod I would like for it to be around 150 max
OK so finally got the file size down to under 30MB total. Didnt realize I could compress them in Enfusion was kinda dreading having to do each png in gimp.
This mod is now abandoned
Bellum playtests are more fun... dont really have the drive to mess with any mods for arma anymore