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3rd Party Models/Media Chat / Bugsy's Custom Guns and Animations

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Bugsy
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Posted: 14th Dec 2016 20:57 Edited at: 14th Feb 2017 03:10
I decided to make thread for my gun animations, instead of posting them in my WIP threads. I like to download guns, make guns, and use BSP and EAI's guns but make custom animations for them.

BSP AGRAM 2000


BSP Mossberg 590


Agent1993 BQK94 SPECIAL THANKS GRANADA


BSP MK23



Coming soon: AK47, FAMAS, Mossberg 590 Agram 2000

FREE GUN:
HenryHam SCAR (Christmas Advent Calendar)

Older Gun Animations:
AEK971 (BSP)
M40A3 (BSP)
M8 Rabid Weasel
EAI Grenade
BSP HK MP5SSD
BSP M16 (wolf texture)
BSP STEYR AUG (wolf texture)
EAI M4CQBR (wolfmod)
EAI G18 (wolfmod)
K6V (model by BUGSY)
Mahegan ZERO (model by WOLF)
ASVAL from BF3 (i think???? I d/l off a random website)(AS SEEN IN KSHATRIYA WETWORK)
HK KARBINE concept SMG (model from FPSB)(AS SEEN IN KSHATRIYA WETWORK)
Wolf
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Posted: 15th Dec 2016 21:29 Edited at: 15th Dec 2016 21:29
Sweeeat! I love these.

I mean, the guns are spiffing and among your best wpn anim work so far, but that shooting range level is just splendid!

We definitely need more!



-Wolf
Bugsy
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Posted: 16th Dec 2016 06:57
thanks wolf!

here's another one: BSP's MP5
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synchromesh
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Posted: 16th Dec 2016 09:26
Actually I wasn't paying that much attention to the guns...
That level is well impressive .. Especially the first video were you see a little more of it
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
Bugsy
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Posted: 16th Dec 2016 18:56
thanks... hopefully you'll start paying more attention to the guns, as the level will be the same in every video
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synchromesh
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Posted: 16th Dec 2016 20:02
LOL ...
Ye I have looked and payed more attention at the guns since and their Excellent
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Wolf
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Posted: 19th Dec 2016 14:29
Lookwise, the AUG is my favorite.

Animation wise, I can't decide between the M16 and the MP5



-Wolf

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Posted: 19th Dec 2016 18:45
I have always thought that the player needs hands when he is disarmed, for example to catch something, open a door, open a drawer, or push a locker.

I never pay more attention to the guns, but I must admit those guns are amazing, and the animation too.

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Bugsy
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Posted: 20th Dec 2016 05:47
Today's Gun (THANKS TO ERTLOV'S DONATION):



BSP's M40A3 Rifle!
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Ertlov
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Posted: 20th Dec 2016 07:10
Seeing how well the little $ was put to use, I threw in a little bit more ^^
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Bugsy
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Posted: 21st Dec 2016 07:22 Edited at: 21st Dec 2016 07:39


THANKS! and now i have Into the Dark, and Fathers Island: some of the best TGC-engine games.

This is HenryHam's SCAR!

(sorry forgot i was on skype with the WoW buddies when i recorded lol)
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Bugsy
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Posted: 3rd Jan 2017 21:58
AND WERE BACK!

I've got another one ready too but I'd rather not do any 2-in-1s until this threads way more popular

BSP AEK971 (been home for christmas so i took a break)
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Pirate Myke
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Posted: 4th Jan 2017 00:32 Edited at: 4th Jan 2017 06:33
Nicely done. Looks great.
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Posted: 4th Jan 2017 02:33
These animations are amazing, will you be releasing or selling them? I love that Robocop pistol aswell. Could really use that in my game!!
Bugsy
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Posted: 4th Jan 2017 04:17
I cannot release them as they are on EAI hands and not my guns. I could probably make (very bad) hands, but considering how many hands I have tried in gameguru that have simply not worked at all, I'm pretty convinced anything I try to make would mess up irrepairably.

I can make my own guns, and if you have EAI hands and a gun you want me to animate on them, I can do that for you, but you have to give me the hands or i'd be circulating them for free. I believe he has released several free models on the store so you can get them that way

now that I got fragmotion I MAY try to get these CS hands guns into GG but i doubt it considering how friggin sweet the rig is

thanks for the comments. coming soon: grenade
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Bugsy
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Posted: 4th Jan 2017 16:32
EAI Grenade
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granada
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Posted: 4th Jan 2017 16:40
I like the little toss into the air,perhaps the pin pull could be a little slower to show it of more.great work on all of the animations.

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Bugsy
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Posted: 4th Jan 2017 17:27
thanks granada! I decided to make the "throw" animation as fast as possible so that there isn't much disconcerting wait between when the button is clicked and when the grenade is thrown. those crucial few seconds can mean all new enemy positions by the time it blows up

ALSO: I didn't animate the pin because i'm lazy

coming soon: rabid weasel M8 pistol!
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Bugsy
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Posted: 5th Jan 2017 04:46
Chrono/Sureshot Rabid Weasel M8 .357 semi auto pistol


couldnt wait any longer. here's a pistol i've had forever that I finally whipped out on EAI hands today/yesterday
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Wolf
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Posted: 7th Jan 2017 19:51
You really got creative on that AEK empty reload. I love it!!

The rabid weasel anims are having solid quality!! Not a fan of that model but I can't deny awesome animations when I oogle them.

And then there is the nade. The nade looks like a ton of fun!
Bugsy
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Posted: 8th Jan 2017 11:20
I can of course put any pistol on those anims for you.

thanks for the comments. I know theres not a lot of downloads coming from this thread but it'd be nice to get more comments or suggestions for future guns!!!
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Mouaa
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Posted: 8th Jan 2017 11:49
Grat work on weapons and level design.

Quote: "but it'd be nice to get more comments or suggestions for future guns!!!"

Futurist guns because classic ones are super borring lol










Bugsy
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Posted: 9th Jan 2017 04:49
those guns are sick, but there's a major clash with us in that I really love modern guns. I may do some future guns soon though.
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Bugsy
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Posted: 15th Jan 2017 08:21
this is the last gun model I have to animate right now until i save some money and buy the AK, agram, m590, or FAMAS.



did a quick retexture on it. animation incoming!
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Wolf
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Posted: 15th Jan 2017 20:42
Could be a bit darker but looks dang solid otherwise.
Bugsy
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Posted: 15th Jan 2017 23:03
thanks, it is actually kinda bright but i sorta liked the look. somewhere between metal and blue tiger so nobody's complaining

the animations are done!


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AuShadow
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Posted: 16th Jan 2017 01:34 Edited at: 16th Jan 2017 01:35
Hey Bugsy awesome work, and this is going to seem really picky but ........ With m40a3 being based on a gun I learnt to shoot with (Remington 700). I have to ask, why the reload animation is a single shot and not a 5 round detachable box mag as is standard on that rifle? Well standard on the m40a3 anyway. The REM 700 I had was a 5 round internal box magazine.

And I'm with you on loving modern guns. Going to have a crack at modelling a version of my personal rifle. A Howa 1500 Heavy Varmint Barreled with 10 shot mag conversion, chambered for .308. at least I can take lots of reference pics
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Bugsy
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Posted: 16th Jan 2017 02:05
I simply did it like that because when the "operate the bolt" animation is part of the fire animation as per the stock m700, the player doesnt have to unscope in between every shot making it overpowered.

I also kind of preferred to animate it that way. most guns I have animated have under-barrel box mags so i was doing something a little different.
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AuShadow
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Posted: 16th Jan 2017 02:20 Edited at: 16th Jan 2017 02:22
That's cool was just curious, here's a single shot bolt action rifle that's pretty well over powered no matter how long the reload time

https://en.m.wikipedia.org/wiki/Barrett_M99

0.5 moa accuracy at over a mile and effective range out to 2,600m. And now I will stop hijacking the thread with random gun talk. Sorry I just get excited .

Anyway again awesome work on your animations

Edit: curious is there a way to force unscope between shots as I have played games before where you could make the shot, keep looking down scope but when you wanted to make the next shot had to descope to cycle the bolt
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Bugsy
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Posted: 16th Jan 2017 03:59
i dont think so. thats kinda why i did it how i did

nothing wrong with random gun talk!!! i may animate something spoken of one day

I hope soon to come across a Norinco Qx4, an AEK 919k, and a AN94 or a better ASVAL because the one i have looks odd normal/spec mapped and is ripped straight from battlefield 3
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AuShadow
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Posted: 16th Jan 2017 04:44 Edited at: 16th Jan 2017 04:47
Here's my 2 little guns, the one in the back is the one I hope to model, may have to get you to run some animations for me if I do ,


For info the rifles are:
Front smaller one: Savage Axis .223 with Tasco world class 4-16*40 scope

Back larger one:
Howa 1500 .308 10 Rd mag conversion and Nikko sterling 4-16*50 scope
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Bugsy
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Posted: 16th Jan 2017 19:48
that howa 1500 in the back, I'd animate the ever loving daylights out of that beauty.
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AuShadow
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Posted: 16th Jan 2017 23:09
Well that settles it then I will have a go at modelling it this weekend , will let you know how I go.
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Bugsy
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Posted: 18th Jan 2017 03:27
sweet, once it's modelled textured and ready to go, send it over, and I can have a go at it. REMEMBER: no guarantees, and I will have a MUCH EASIER TIME if it is modelled as separate meshes: mag/gun body, bolt lever system, etc.

in the mean time: I've download adept1993's SICK ASS BCK94 from GameBanana. Expect animations for it soon.

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Bugsy
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Posted: 18th Jan 2017 04:53


she's rigged and animated upto the "FIRE" anim. ready for a gameguru export test but as it's looking I'm happy with the results so far. got 2 sick reloads to do and i'm still pacing back and fourth on how im gonna fake the IK without messing up the rig.
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Posted: 18th Jan 2017 07:39 Edited at: 18th Jan 2017 07:41
New gun looks awesome, can't wait to see video of it.

Yep am planning to do seperate meshes for scope, bolt, magazine, bullet casing, the biggest one piece mesh will be the stock, barrel and action will all be one piece with the rail for scope mounting as well, means will be easy to change scope models on it.

Took some new reference pics last night. Only thing is you will notice I have changed out the trigger guard assembly to use a 4 round internal box magazine just to try something different and shave some weight off when walking around with it. Will model both versions though as I think the detachable box mag will be look good in game.
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Bugsy
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Posted: 18th Jan 2017 08:05
thanks AUshadow! I look forward to trying to animate it. hopefully I dont run into the same problems I am running into with this VSK94, which is the fact that on .x export from .max or .fbx form, the gun fails to come through, or at least, I think it does. In fragmotion there is a listing for the mesh, but i cant see it anywhere. Any help anyone can offer would be greatly appreciated. there's a gun in it for you if you own at least one EAI weapon
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Bugsy
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Posted: 18th Jan 2017 08:58
tried alin's .x exporter. .x looks fine in fragmotion but in gameguru is backwards.

tried fixing in fragmotion, re exporting, this gave GG a runtime error on intializing physics.

gameguru is an absolute piece of trash when it comes to importing media. Stuff that, in 15 other softwares, looks exactly the same will simply not work in GG. This needs to be examined
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Belidos
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Posted: 18th Jan 2017 09:11
I don't know if it's the same with Alin's exporter, but if i remember right with the KW exporter some character models need you to tick a flip handedness box to get them the right way around.

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Bugsy
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Posted: 18th Jan 2017 09:28
ok, figured out how to get it ALMOST usable with alin's exporter, problem is: it's 4800 FPS.



can anyone take my .x file and make it 30FPS, change nothing else, and export it to work in gameguru using their software?
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AuShadow
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Posted: 18th Jan 2017 11:51
ok so i got super lucky and found this model on TF3dm. No texture but free for commercial use and modification. so will use this as the base for my rifle, as you can see all the parts are seperate so is quality made model.

Those who wish to check where i got it:

http://tf3dm.com/3d-model/r-700-sps-tactical-25626.html
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Wolf
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Posted: 18th Jan 2017 16:27
Sure can! Send it over
Bugsy
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Posted: 18th Jan 2017 19:53
damn, I can't wait till your online

anyways: nice model aushadow, but I like the scope on yours better!
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Bugsy
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Posted: 18th Jan 2017 22:48 Edited at: 18th Jan 2017 23:04
AAAAAND that was a failure

I hate gameguru with a burning passion heard gameguru had FBX support, so I exported the oldest most archaic format possible, and gameguru wouldn't even list the gun in the list of weapons from the player start marker, so after yelling for a few minutes, I decided to try it in unreal, to see if it was perhaps my fault. It gave me a ton of errors but of course, it worked PERFECTLY anyway.



I really hope the magical EAI swoops in and saves the day here like he has in the past. The gun is rigged identically to all others I have made. It is Xformed and normal'd from the original editable mesh for every object. it exports to FBX fine, but when exporting that to a .x, the gun simply disappears. let me show you.


GUN IN MAX


no gun in fragmotion or gameguru??? even though mesh group still there?

AS TO WHAT I SAID EARLIER:
the gun is not 4800 fps, but rather 310 x 160 frames (meant to be 4800 fps)
I still have that near-working .x if someone else is willing to give it a try. Like I said, you can have the gun if you can fix it
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granada
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Posted: 18th Jan 2017 23:03
If you click on the group and assign a texture dose it show up,I had something similar once and it turned out it was the texture.( just a thought )

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Bugsy
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Posted: 18th Jan 2017 23:06
that doesn't seem to do anything, also, everything always show up untextured in .x's in fragmotion for me
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granada
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Posted: 18th Jan 2017 23:10
Try loading into ultimate unrap and exporting from there,I use it a lot

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Bugsy
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Posted: 18th Jan 2017 23:13
I dont have that software anymore. marc steene bought me a license back when we were working on slendermans shadow but It was lost with my old harddrive.

forgot to mention 2 things:



1. exporting an old .fbx then putting it in fragmotion causes this, which also doesnt work
2. all .x's that I export from fragmotion for HUD meshes seem to give GG a runtime error.
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granada
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Posted: 18th Jan 2017 23:23
Pm me a link and I will try loading into ultimate unwrap

Dave
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Bugsy
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Posted: 19th Jan 2017 00:00
@granada- done

Is there any way to adjust the animation speed on a PER-GUN basis, like in the gunspec file in gameguru? if so, I can just multiply the frame ranges of the working one by 160 and speed it up 160 times and it'll work.
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