Renegade Mesh with Weapon Keyframe

Started by oktokels, May 11, 2022, 12:37:06 PM

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oktokels


I am trying to get a ren mesh to have a weapon with its respective keyframes. Just one melee_weapon keyframe, where the character draws the weapon and attacks. Is there any Renegade mesh that has a bat or a sword to do some tests???
I hope I can apply the shrink effect to make the weapon disappear.

oktokels

To reformulate the question:
I want to make a green lantern with a melee attack, where he draws an energy weapon. Any easy way to do this?

bearded

Create an fx with the energy weapon as start.nif.

oktokels

Quote from: bearded on May 11, 2022, 02:58:50 PM
Create an fx with the energy weapon as start.nif.
I managed to transfer a thug_bat animation into a gl_ren mesh. Now i'm working on the bat construct, i think i can release a skope in a few hours.  :thumbup:

oktokels

Ok, this is what i came up with:

Spoiler





I successfully managed to transfer the nodes and animations from thug_bat and then applied the shrinking technique .  :thumbup: :thumbup:

deanjo2000

https://www.mediafire.com/folder/da3a3y1ac4uqp/FreedoForce

"sorry she couldn`t wait" superman to wonderman jla/avengers.

spydermann93


SickAlice

Thug w/bat. Way to do it. For future reference and to make animation building easy most (maybe all) of Ren's  :ffvstr: nifs and keys are directly based on the native ones from the game itself. You can usually look at one his Nifs and one from the game and find it's signature counterpart. Check the Jester I did for example, it was built from his Vigilante then several in game nif/keyframes, Pan for example.

oktokels

Quote from: SickAlice on May 15, 2022, 09:47:56 PM
Thug w/bat. Way to do it. For future reference and to make animation building easy most (maybe all) of Ren's  :ffvstr: nifs and keys are directly based on the native ones from the game itself. You can usually look at one his Nifs and one from the game and find it's signature counterpart. Check the Jester I did for example, it was built from his Vigilante then several in game nif/keyframes, Pan for example.
Cool, i'll check it out.
Just for clarfying, the animations transfered were not from the original thug_w_Bat, the animations were transfered from ammo_gren, that actually uses the thug_bat animations. Then i transfered the bat and shrinked it with the scale. Then in the keyframes i changed the scale accordingly, to enlarge it up to 3 max. Since the scaled bat changed position,  i moved the bat a little to position it near the hand node. Then i just painted it green lol
Very fun process  :thumbup:

oktokels

#9
I discovered that the weapon node changes places when one occupies the bat, and all beams and bolts start to fire from the left hand. I will probably have to create a new weapon node in the center and rename the ring node, where the weapon node used to be.

EDIT: Couldn't find an easy fix to this  :banghead:, so i just changed the assigned node in FFEDIT to "right hand" for all beams and bolts