the_law
11th May 2015, 18:24
As you know, some weapons from CoD5 and higher look really ugly in CoD2 because CoD2 uses 80 FoV while newer CoDs use 65 FoV. I found a simple solution to compensate for the different FoV without doing anything script-related or affecting any other weapons.
I had to use this on an AN94 because I think it looks like shit in 80 FoV. xD
This only works if you have access to the actual animation. In the animation project file in Maya, you open the Hypergraph and select "j_shoulder_ri", "j_shoulder_le", and "tag_weapon". Group the three of them together. Next, you move the 7 units back (in the Attribute Editor, find the "Transform" row and change the value of the first box to "-7.000").
Then you export the animation as normal. Select the joints for the animation (usually all joints except "tag_weapon" and "tag_view") but you don't have to select the group. Click "Set Exports" and have fun :)
Note: You don't need to use this procedure on ADS animations because they only modify the position of the gun based on the current position of the gun.
I had to use this on an AN94 because I think it looks like shit in 80 FoV. xD
This only works if you have access to the actual animation. In the animation project file in Maya, you open the Hypergraph and select "j_shoulder_ri", "j_shoulder_le", and "tag_weapon". Group the three of them together. Next, you move the 7 units back (in the Attribute Editor, find the "Transform" row and change the value of the first box to "-7.000").
Then you export the animation as normal. Select the joints for the animation (usually all joints except "tag_weapon" and "tag_view") but you don't have to select the group. Click "Set Exports" and have fun :)
Note: You don't need to use this procedure on ADS animations because they only modify the position of the gun based on the current position of the gun.