We would like to use the bone remapping, that's used on weapons. But it doesn't work on items, that are not inherited from Weapon_Base. We would like this on custom smoking animation and later something else more difficult.
Description
Description
Details
Details
- Severity
- Feature
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- Feature Request
Steps To Reproduce
- create custom animations with the weapon bones
- create an item inherited from Inventory_Base
- add CustomBoneRemapping
- run the animation
Additional Information
! add bone remap for item class
! pBoneRemap has always 2x N members
//! bone in item's P3D first, bone in Character skeleton second
! array<string> remap = { "bolt", "Weapon_Bolt", "magazine", "Weapon_Magazine", "trigger", "Weapon_Trigger" };
! AddItemBoneRemap("class", remap);
proto native int AddItemBoneRemap(string pItemClass, array<string> pBoneRemap);
its mention item's class, we were expecting to make it work on all items, that would be in player's hands
video contains working animation when its inherited from Weapon_base
Event Timeline
Comment Actions
another usecase is making animation where you eating food using spoon instead by hands