Quickie video showing off yet another WIP weapon. The main purpose of this video is to show the idle cockpit animation which im pretty proud of... Finally figured out how to save blocks of animations in 3DS Max then re-import them in order. BZ2 has a 512 limit on animation keys (which is sensible tbh, before I figured that out thsi animation was nearly 800 keys). Every frame is key-framed, which makes it look pretty seamless and professional
The model and texture came from another game, but I don't really want this mod to be a collection of multiple-game-rips, so Im using it as a basis and reworking the texture as you read this. No point re-inventing the wheel... The animation gets more 'animated-ey' near about 30 seconds, and again towards the end. Unfortunately fraps cut out so i had to fade the clips together...
Remember that pilot 'cockpits' are controlled via the weapon, NOT the pilot, and current recoil animations exist for game objects, not [WeaponClass]. If proper firing animation was to be implemented id definitely get usage out of it, but I think its been mentioned before, and GSH wasn't so keen on the idea.
Just tried the first idea, doesn't work, and looks TERRIBLE on the outside of the pilot because the weapon goes back so far. Weapon recoils arn't really the best for something on this scale.
I doubt even a .dll could make this work as such, i.e. freeze all cockpit animations while the weapon is firing and trigger that one only. Cockpit anims are done via the weapon though, not the pilot.