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Setting up the first person animation

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Revision as of 02:12, 5 January 2019 by Noctisspector (talk | contribs)
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Now that you (should) have an emitter set up, you can learn how to put it on the first person hands (AKA HudArms) in this article.

First of all, open file explorer and navigate to [YourGameDirHere]\GameData\Animations

Find the file called "hudarms.ukx", copy and paste it, and rename it to something like "ModifiedHudArms.ukx". (This is created so that modifying the weapons won't take effect on the original weapons)

Go into Unrealed.exe, head over to the animations tab, and open the file you just created.

WeaponTut6.png

Now, make you that your window is big enough to easily see the animations. The controls to navigate the viewport are the same as in the map editor.

To select a specific weapon animation that you would like to use, choose one from the "mesh" dropdown menu. I will be using the DC17m animation set. (Meshes with a "t" in front of them use trando hands for multiplayer. )

WeaponTut7.png

Use the left panel to select which animation you would like to view (1). Use the controls at the bottom to play, pause, and loop the animation preview (2). The right panel is used for editing the animation itself (3).

WeaponTut8.png

Before we can add our weapon, we must hide the current one. Head over to Mesh > Skin > Material.

Set all the properties under Material to FinalBlend'HUDTextures.Effects.DefaultInvisible' except Shader'HudArmsTextures.HudArms.HudArms_Shader' . This will make the weapon invisible, but not the hands.

WeaponTut9.png

To begin adding the weapon, head over to the Notifies tab and click "Add". (Make sure you are editing the ActionBreath Animation.)

Click on "none" next to the notify property to reveal more properties.

Next to the "new" property, select "AnimNotify_Effect" and click the "New" button.

WeaponTut10.png

Set the effect class to the Emitter you created in the last article. Set bone to WeaponAttach_R. Set attach to true. Set NotifyFrame to 0.01. Adjust the offset location, rotation, and DrawScale as needed. In my case, I do not need to reposition the weapon.

Make the same notify effect for the Holster and Attach Load animations. This will make the weapon appear when you equip it, not after.

Please note that sometimes the preview makes copies of the Emitter or hides it. This is just a glitch and will not affect you weapon in the game.

WeaponTut11.png

The next step is make a muzzle flash effect.

Set the animation to Fire. (If your weapon has AimFire, you will want to repeat the following steps for it also.)

Just as we have done before, make a new AnimNotify_Effect for this animation.

If your weapon model is not visible, go back to the ActionBreath Animation and play around with the play/pause/loop controls.

Set the effect class to your desired muzzle flash effect. I will use the DC17m one. Set the bone to muzzle. Set Attach to true. Set the NotifyFrame to 0.01. If the effect is mispositioned, play around with Offset Location.

WeaponTut12.png

You are done creating the animation. Be sure to save, and overwrite the file you created earlier.

WeaponTut13.png