Hi,
I'd like to know how is the animation system working in RO2. I've opened up several files, such as wp_ger_mp40 or chr_playeranim_master. I've noticed that the weapons reloading animations are stored in the Playeranim thing , while animations of the weapons firing or suffering from recoil are stored in the MP40 package. In addition, the MP40 model has "bones" with various names, like Bullet Charger. I've created a model of a SMG and I wanted to know what role do the bones have and what criteria has to be used in storing the various recoil, firing and reloading animations into the packages. I know how to create animations in 3DS Max 2013, but I found out that bones aren't that necessary. So how does all of this work? How do I use bones for animations? What are the bones for?
And finally, how do I export the animations into the packages and test them with a soldier?
Thanks in advice for the help
I'd like to know how is the animation system working in RO2. I've opened up several files, such as wp_ger_mp40 or chr_playeranim_master. I've noticed that the weapons reloading animations are stored in the Playeranim thing , while animations of the weapons firing or suffering from recoil are stored in the MP40 package. In addition, the MP40 model has "bones" with various names, like Bullet Charger. I've created a model of a SMG and I wanted to know what role do the bones have and what criteria has to be used in storing the various recoil, firing and reloading animations into the packages. I know how to create animations in 3DS Max 2013, but I found out that bones aren't that necessary. So how does all of this work? How do I use bones for animations? What are the bones for?
And finally, how do I export the animations into the packages and test them with a soldier?
Thanks in advice for the help