#gun animation

125 messages · Page 1 of 1 (latest)

opaque swan
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i just need help in finding the right recourses to guide in figuring out animation from making it to exporting it into unturned

abstract spire
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watch videos to learn animation in blender

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you have to learn how to animate before you'll be able to make decent animations for unturned

opaque swan
abstract spire
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You either use the vanilla rig, der ente’s rig or make your own

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Vanilla rig is in the extras folder of the game

opaque swan
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i have all that but i dont know and cant find a video or someone making the animation then exporting it i dont know how you do that

abstract spire
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Animating for unturned is no different than animating for anything else

Get your gun model and patent it to the right hook

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For every game the process is roughly the same

opaque swan
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i havent done it on any other game before but waht i need help with is exporting it into unity and that part i wanna know how you set it up to exsport

abstract spire
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The export settings are in this server somewhere
Maybe in modding guides

opaque swan
abstract spire
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In modding support

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Click guides on top

opaque swan
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is there a video or a proppery guide because i dont know what you mean

abstract spire
opaque swan
abstract spire
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@hallow crag

hallow crag
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check releases

opaque swan
opaque swan
# hallow crag

ik that but how it looks in blender i dont understand when i compare it to the tutorial

hallow crag
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wdym

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you just use it like any rig

opaque swan
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like i open it and its not like the rigging as it shows in the tutorial and its not organised how it is in the tutorial

hallow crag
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can just send a screenshot

opaque swan
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okay

hallow crag
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if you don't know how to screenshot, just do shift windows key and s

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windows 10 has that functionality by default

opaque swan
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this is how it looks like in a tutorial but in blender your one done differently

hallow crag
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yeah

opaque swan
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yours is like this

hallow crag
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Yeah so the rig has IK set up

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inverse kinematics

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so you rotate one bone to rotate 3 instead of rotating all of them individually

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it does work in game

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just parent anything to the empty

opaque swan
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okay is there anyway then to explain how it translate over to the toturial in the google docs please

hallow crag
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whatever the inverse kinematics stuff calculates bakes it into the other bones

opaque swan
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im not on about that when i was following the tutorial it was showing ways to parent the gun model to the model and how to then after you parent it set up the dope sheet and all that stuff then make the animation i dont know how to set up the gun onto the player model with the player model set up this way because i cant follow the instructions to the letter

hallow crag
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select the gun, parent it to whichever empty you want

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specifically RightID or LeftID

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RightID is the right hand

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and vice versa

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you can do it via the object panel via relations as shown here

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don't mind the different colors, I have a different theme

opaque swan
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like this

hallow crag
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yup

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move around the right_hook bone in pose mode

opaque swan
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is that the cube

hallow crag
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yes

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the blue cube

opaque swan
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i dont understand all the words sorry

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i have no idea with animation

hallow crag
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you're doing fine

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I'd say look up a tutorial on how to keyframe stuff

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trust me, it will work for unturned

opaque swan
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ik how to do all that its just the exporting and setting up my blender

hallow crag
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it's done

opaque swan
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no like cuz if i make a timeline do the animation i cant just exsport it thats why i needed the toturial so i can figure it out but its still confusing

opaque swan
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when it comes to making the animation you need blender set up in a way so unity can understand it

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for instance i can make the animation on a timeline using key frames but it wont work in unity

hallow crag
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you don't

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just export it as a .fbx with said export settings

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set the animation ranges and names in unity

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and you're done

opaque swan
hallow crag
opaque swan
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oh okay

hallow crag
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and names as in the action names

opaque swan
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okay so now with this i make the animation and then just export it

hallow crag
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yup pretty much

opaque swan
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okay give me a sec ill make the animation and ill send if over if thats all right and you let me know if it looks good

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like if im doing it right

hallow crag
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dude

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it's 35 minutes past midnight

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like come on I gotta go sleep

opaque swan
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okay sorry i dont know your timezone just dont get what im doing wrong if it goes wrong

hallow crag
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look all you need to know is that if all of it is animated in pose mode, it will work

opaque swan
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okay thank you

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sleep well sorry

opaque swan
opaque swan
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thanks for the help i have another question tho is there any easy way to sort scoping in and out so it works

abstract spire
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Scoping simply requires the animation to make the gun have XYZ (0, 0, 0) rotation

opaque swan
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Could you explain further please

abstract spire
opaque swan
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But with the animation it doesn’t look through the sight right does that mean I have to line it up so it’s the middle of camera or anything like that

opaque swan
abstract spire
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blender

abstract spire
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The game handles that

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That's why the gun has to be straight

opaque swan
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Oh okay

abstract spire
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Because the viewmodel gets moved to the center of the camera, based on the sight position

opaque swan
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Ohhh okay

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What does aim start do then and scope in

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What’s the point of them

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I mean Ik one of them is for making the charedter look in but why there need to be 2

opaque swan
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@abstract spire

abstract spire
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Aim Start straightens the gun so the view model can zoom in without the gun being rotated in whatever pose you hold it when you’re idle

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Scope animation ain’t real

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Even tho vanilla Timberwolf has it

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It does literally nothing

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No need to even add it

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When I checked it was literally animated the same way as aiming

opaque swan
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Sorry i havent respsonded ive been busy but i had a chance do it and i figured it out thank you for the help

opaque swan
opaque swan
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@abstract spire

opaque swan
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Is there anyone else that could help

abstract spire
opaque swan
# abstract spire What do you mean?

So I scope in and I shoot but it doesn’t hit where I look down my scope it’s really off to like it shoots really far right but only I. First person

abstract spire
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That means you either put the View or Sight child gameobjects in unity at the wrong location, or in your animation, the gun is rotated and not 0,0,0

opaque swan
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Do I just go into blender and it’s on the transform

opaque swan
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is this all correct i also checked the model everything looks alright in blender

abstract spire
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can you record a vid of it ingame

opaque swan
abstract spire
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ok