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Old 26-02-18, 16:57   #11
AkyV
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Joined: Dec 2011
Posts: 4,881
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Quote:
ExtractFrame field
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See the required animation in WADMerger Animation Editor. You need to identify which is the very first frame when the required shotgun, grenade gun, crossbow weapon leaves perfectly the holsters (or Lara's back). For example, if it is the default extracting animation of the crossbow, then you can see it is probably Frame10. So you need to type 10 now in this field.

If it is pistol, revolver or Uzi, then it is not (!) a frame of this animation. It is a bit complicated to explain. That is why all I say is these are the frames I suggest (for the default animations):

-pistols: 13
-revolver: 15
-Uzis: 13

If you edit the animation, then you should use the "plus/minus one, two, three etc. frames" method to find the proper frame in the "trial and error" way.

The required animations are:

-pistols: PISTOLS_ANIM Animation 2
-revolver: SIXSHOOTER_ANIM Animation 2
-Uzis: UZI_ANIM Animation 2
-shotgun: SHOTGUN_ANIM Animation 1
-grenade gun: GREMADE_GUN_ANIM Animation 0
-crossbow: CROSSBOW_ANIM Animation 1

Type IGNORE here if you check only the holstering moment of the weapon.
Also type IGNORE if you check the whole holstered position, for pistol, revolver, Uzi.

Important note!
Never forget to check this frame in this field, each time when you edit this animation.
What you need is Frame15 instead of Frame1.

(Anyway, Frame15 is only one moment, naturally, so the Resumed feature to force it to be activated only at a tick frame is not really useful, it will do it either way. )
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