Page 1 of 2 1 2 LastLast
Results 1 to 10 of 16

Thread: Shotgun reloading animation(s)?

  1. #1
    not my real name damn-it! kenney001's Avatar
    Join Date
    Feb 2007
    Posts
    1,054

    Shotgun reloading animation(s)?

    What all animatins do i need to make a shotgun reloading animation? I have looked at the regular shotgun, but when i import the animations into max i dont get what the animations are doing, and they all look the same.

    Could someone explain what all i need to do to make the reloading animation on a shotgun?
    Reply With Quote

  2. #2
    Senior Member
    Join Date
    Sep 2006
    Posts
    2,549

    Re: Shotgun reloading animation(s)?

    well if you unload a whole clip, so all 12 shots are used, the MC reloads all 12, then pumps the gun once. when it's less then 12, it's the same thing, just with out the pumping.
    Reply With Quote

  3. #3
    Taiko Drums = Win
    Join Date
    Sep 2006
    Location
    Longbranch, WA
    Posts
    2,692

    Re: Shotgun reloading animation(s)?

    It's really not as simple as that. You have the enter animation where I believe you put the gun up and load the first round. Then you have the reload, which I think is just one round. The reload_empty is one shell then pump. I'm not ENTIRELY sure but, I'll go look.
    Reply With Quote

  4. #4
    Back for the Russian Halo p0lar_bear's Avatar
    Join Date
    Sep 2006
    Location
    Connecticut
    Posts
    5,572

    Re: Shotgun reloading animation(s)?

    Here's how the shotgun's reload animations work:

    first-person enter.jma - Shotgun is moved so the insertion port faces the user.
    first-person reload-empty.jma - A shell is inserted.
    first-person exit-empty - Shotgun is cocked and then put back into the idle position.
    first-person exit-full - Shotgun is put back into the idle position.

    So, you can have five different animations.

    first-person enter.jma
    Leads into the looping reload animation.

    first-person reload-empty.jma
    The reload loop that plays if the magazine is emptied before reloading.
    If this is not used, reload-full is used for both situations.

    first-person reload-full.jma
    The reload loop that plays if the magazine still has ammo in it before reloading. If this is not used, reload-empty is used for both situations.

    first-person exit-empty.jma
    Leads back into the idle position if the magazine was emptied before reloading.

    first-person exit-full.jma
    Leads back into the idle position if the magazine had ammo in it still before reloading.
    Reply With Quote

  5. #5

    Re: Shotgun reloading animation(s)?

    First-person enter: The shell is HALF INSERTED then the animation ends.

    First-person reload-empty (or full): The shell is then continued to be fully inserted, then another shell is half inserted so the animation ends where it stared. When you play it back, it should make a seamless looping animation of inserting shells.

    First-person exit-empty (or full): The (last) shell is then fully inserted, then it returns to the origin. (Or has whatever animation you want to put between the two; pumping, etc)
    Reply With Quote

  6. #6
    not my real name damn-it! kenney001's Avatar
    Join Date
    Feb 2007
    Posts
    1,054

    Re: Shotgun reloading animation(s)?

    both of you get +rep. thanks, thats what i needed to know.

    Gahhh....It wont let me add reputation to CtrlAltDestroy. Why is this? I havent given rep in like 2 days, and not to CtrlAltDestroy in a week or two (no-offense) because it doesnt let me.
    Reply With Quote

  7. #7
    not my real name damn-it! kenney001's Avatar
    Join Date
    Feb 2007
    Posts
    1,054

    Re: Shotgun reloading animation(s)?

    ok i have a new question, better to post it here then a new topic.

    It will not play the enter or exit animations, only the reload loop. is there something i need to change or what? I have opened the .model_animations and made sure the animations match up with the ones they are supposed to work, and its all good...
    Last edited by kenney001; June 10th, 2007 at 01:58 AM.
    Reply With Quote

  8. #8
    Senior Member ICEE's Avatar
    Join Date
    Apr 2007
    Posts
    4,693

    Re: Shotgun reloading animation(s)?

    well, this is a little off topic, but i was thinking of making a modded shotgun that has far more power, but slow reload and pump. you know that slower pumping animation that happens when you fully reload a shotgun all at once? well i thought id find a way to make it do that after every shot. really slow down the process to balance out its power. how would i do that? anyone know?
    Reply With Quote

  9. #9
    Back for the Russian Halo p0lar_bear's Avatar
    Join Date
    Sep 2006
    Location
    Connecticut
    Posts
    5,572

    Re: Shotgun reloading animation(s)?

    Make a slower fire-1.jma animation and then change the rate of fire in the weapon tag to reflect it.
    Reply With Quote

  10. #10
    not my real name damn-it! kenney001's Avatar
    Join Date
    Feb 2007
    Posts
    1,054

    Re: Shotgun reloading animation(s)?

    Is there anything special you have to do to get the game to use the enter and exit commands for the shotgun loops, because right now it only plays the reload animation.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •