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- ...open that you want to create the gunsleeves for. A '''gunsleeve''' is the 'animation model' that is used for each specific gun's animations. ===Create new viewmodel animation rig=== ...15 KB (2,670 words) - 15:31, 4 May 2009
- * [[Call of Duty 4: Introduction to animation|Introduction to animation]] ...2 KB (234 words) - 12:14, 10 August 2012
- * Import first anim using SETools > Animation > Import SeAnim File ...last step if more anim but use SeTools > Clear scene in between importing animation ...2 KB (302 words) - 01:11, 8 April 2020
- Procedural traverses are sort off “Dynamic”, it does not use an set animation like the other traverses. To enable this on the AI you have to setup a few ...1 KB (191 words) - 03:19, 16 June 2018
- ...= 512; // Don't go to ragdoll if got damage while playing death animation | Length of the death animation ...4 KB (512 words) - 04:13, 16 October 2016
- ...ick 'scripted_node'. A white box will appear in the map. This is where the animation will play from. Place it in the room, a few units off the ground. Click 'E' *Now its time to get an actor to perform this animation.Right click the 2D grid, click 'actor', go to 'ally',( If the actor is an e ...6 KB (999 words) - 15:29, 23 February 2012
- *Armature animation (poses) to xmodel sequences ("Pose animation") *Supports armature animation export ...5 KB (740 words) - 16:51, 7 October 2012
- ...dled. The parachute plays an animation while in the sky, and plays another animation when the dog reaches the ground. The '''DogSplat( anchor, harness )''' func ...6 KB (956 words) - 11:36, 22 November 2008
- *To start off, our main character that we do all animation exports from is the Josh_DefMesh_Rig.<br>The reason we must use Josh_DefMes ...o the character to animated with.<br>You may also decide to just build the animation controls onto the Josh_DefMesh.mb file, but you still MUST create a new ref ...17 KB (3,141 words) - 16:12, 7 August 2011
- You need to change this to ''Animation''. == Animation == ...14 KB (2,517 words) - 15:43, 15 October 2012
- In here you will find the Maya 8 model and animation export Plugins. See the [[Call of Duty 4: Maya|Maya documentation]] for inf ...3 KB (557 words) - 20:48, 4 November 2008
- | Length of the death animation ...3 KB (368 words) - 08:21, 24 September 2009
- ;<font color="red">'''Enabling UV Texture Animation'''</font> ...2 KB (395 words) - 08:14, 12 March 2012
- *The Add Time indicates the point where you can cancel the reload animation and still have a reloaded weapon. ...2 KB (413 words) - 16:06, 27 March 2011
- // Sway animation for Trees // Sway animation for Foliage ...9 KB (1,195 words) - 13:15, 14 September 2010
- ...couple seconds, which can be perilous if you miss your target but the stab animation happens anyway. ...5 KB (807 words) - 17:10, 8 November 2008
- • To define locations where an AI will play an animation or other scripted event (scripted nodes) ...6 KB (1,011 words) - 15:19, 10 November 2008
- ...based on how suppressed an enemy is. If the enemy is dying, playing a pain animation or fully suppressed (and not in motion) this value is set statically to -30 ...6 KB (1,032 words) - 16:34, 29 July 2009
- Note 1: Models from older COD are very hard to get working as the animation require BO3 rigged bodies ...4 KB (579 words) - 05:34, 18 October 2016