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Re: Having a small problem with JFW_Base_Defense_Animated [message #187113 is a reply to message #186932] Wed, 25 January 2006 12:53 Go to previous messageGo to previous message
NeoSaber is currently offline  NeoSaber
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Perhaps separate the important bones from the animation. Leave the muzzle, barrel and turret bones sitting where they need to be when the gun is deployed. Attach separate bones to them that the gun model would be attached to. You could then animate the "secondary" bones to deploy/undeploy the model, while the important bones always remain in a "ready to fire" position. The AI shouldn't be bothered if the 3D mesh is animating all over the place, as long as the important bones stay in the right spot.

NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
 
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