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M4A1 Carbine


Brettzies

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Minor update: Adjusted the scale a bit. It looked a little small. This is also using 3 GRAW attachments and the scarL mag. Scope and silencer aren't lined up quite right, but the foregrip isn't bad. This is still a low res model. Just trying to get it all ready before I really get into it. Probably get the ironsight/handle in next.

m4_graw_06_crosscom.jpg

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Few more pics. Got the ironSight lined up, but it's also tied to the scope_align, so I'll have to readjust it depeding on which aimpoint I go with, mine or the built in one. I'm kind of worried about zoomed in view. Looking at the last pic, you can tell the camera is not lined up right. Is there a way to control that?

m4_graw_09_ironsight.jpg

m4_graw_08_crosscom.jpg

m4_graw_07_fpwv.jpg

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i know the suppressor isnt correctly alligned somewhat, but shouldnt it be roughly where the threads are (where the flash hider is) rather than far back at the front sights?

I didn't even attempt to line it up correctly, it's taken from the scarL ref file. It's just a matter of moving the null into the proper spot.
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i know the suppressor isnt correctly alligned somewhat, but shouldnt it be roughly where the threads are (where the flash hider is) rather than far back at the front sights?

they make suppressors that thread onto the barrel as well as suppressors that slide over the flash hider and attach quickly, if you look closely at the SCAR-L/H you can see that the suppressor is actually covering a portion of the barrel.

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great to see that you have made progress!:) the sample 3dsmax files were any help at all?;)

Yes. Those are extremely useful. Thanks for adding them in the latest patch! :)

I was wondering about some things and have not gotten far enought to test yet. The ironsight.diesel file has a "center" dummy. Does this do anything specific, like perhaps tell the camera where to position itself when you are zoomed in aiming? If so, great thinking, means any custom ironsight or scope can be lined up correctly. If not, then how the heck do you control that? You can see in one of the pics above, the camera is not looking directly down the sights(even though it's a low res model, its dimensions are the same).

Edited by Brettzies
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I think it's different animations. The EOTech, ironsights have different "heights" I would think. Maybe the "center" dummy refers to the center of the screen, so the "tip" of the front sight post. Note, while it's low res, you may want to scale down the front sight post, that's waaaaaaaay to big.

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the zoom in is all in animation

Bummer. I was hoping it would be simple. If there's no way to control that, then this might not even be worth doing.

Is it a head rotation combined with hand positions? Is there an easy way position it, or does it require lining up the character's "eye/camera" with the actual weapon and exporting some kind of diesel file for the character? How do you even test to see if it's lined up? I only glanced at the character files from the latest patch, do they have these animations in them that can be added to or altered? :mellow: Hmm. I was afraid this might be a roadblock since aiming is kind of a big part of the game.

P.S. I realize all the GRiN contributors do not have to give up this informaiton or even be here, so while I may sound frustrated at times, I do appreciate the support they are lending to all of us. I only have small pockets of time to actually mess with things and try to ask questions when I can't be figuring it all out. So thanks for all the help! :flowers:

Edited by Brettzies
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<removed image, just a maya screenshot>

Well, getting all this to line up correctly could be a huge endeavor, just to be looking down the sights or scope correctly. Ideally, you'd do each animation from scratch to have ultimate control over the way the weapon is held, reloaded, etc. Using the scar as a template will get you 90% there, but the last 10% is pretty important, unless you don't care about aiming properly. So which camera_align is used for actual aiming? What actually gets exported to the diesel files? Is it the entire character every time, or just the joints and nulls? Are the upper body anims just from the Spine up?

Edited by Brettzies
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While you are able to add new camera points, you might be able to set the Aimpoint for the SAW and the scopes for the other weapons

It's not that simple at all. There are only two camera points from what I can tell, and to actual line up any aiming, you have to move the character as if he were really looking down the sights. Then save out a new diesel file for that animation, without any examples, it's pretty much guessing in the dark. Might work to try some things, might not, but it's a very tedious process to go through. I'm not sure what the anim diesel files contain, just joint data for specific parts, or the entire skeleton, or the entire character file. Not sure what the camera_aligns are for either, it seems self explanatory, but they could be passing the camera from one to the other depending on if you're zoomed in or not.

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sounds like your over complicating yourself...

its probly a much easier process then you realise. Just confusing yourself. Take it a little slower should be easy to figure out.

You could be right. I really don't mind working with the characters if that's how it's done, but I have to at least know where it's going. If you look in the anims folders you can see there are files for every maneuvor and seeing how everything they do in first person is also in third person, leads me to believe that's how it's done. The way they've designed this game is very "real world," like. They don't seem to cheat on anything, like using just an arms rig for the first person weapon view, or chopping out the areas you don't see for optimizing.

I would like to know what the procedure is, but I'm not going to worry about that part for now.

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Started working on lod_a.

m4_graw_11_loda.jpg

m4_graw_12_brown.jpg

m4_graw_13_kirkland.jpg

m4_graw_14_ehhh.jpg

m4_graw_15.jpg

It's not hard to line the attachments up, but as you can see, the aiming doesn't work.

Right now I'm just using a solid grey image map to focus on the meshes and such. Not sure why some parts are bright? Does that have to do with th uv's overlapping or something for the lightmap. I didn't even designate one, are you suppose to do that?

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