In This Tutorial I Will Show You How To Fully Animate Weapons You Imported From Other COD games
Need:
-Maya 2009
-Xmodel exporter (to get the gun)
1st: Open the weapon you want to import in maya
As you can see in the next screenshots you can select differents parts of the weapons
![[Image: rearp.png]](http://img190.imageshack.us/img190/3348/rearp.png)
![[Image: clipi.png]](http://img820.imageshack.us/img820/5938/clipi.png)
![[Image: brass.png]](http://img839.imageshack.us/img839/3450/brass.png)
![[Image: boltj.png]](http://img716.imageshack.us/img716/9813/boltj.png)
2nd: Open the html file with tag in it name (it came along with the .obj file we get when we export the model with xmodel exporter)
![[Image: tagss.png]](http://img847.imageshack.us/img847/2573/tagss.png)
3rd: As you can see there is bones, those bone are used to make it animated, we will now fix the weapon model bones
![[Image: seebolt.png]](http://img171.imageshack.us/img171/4273/seebolt.png)
On the screenshot above I selected the bolt of the weapon
so I will rename the group3 to j_bolt (as we can see in the html file)
For the j_gun you need to press edit > select all and then edit > group , after that rename the group to j_gun
tag_brass = where the shell get ejected
j_gun = the whole gun
j_bolt = the bolt or moving part when shooting sometimes
tag_flash = where the muzzeflash should be (usually the look for a small piece of metal in the iron sight near the barrel, really small the 2nd one, the closest to the barrel)
j_press_rear= the part at the back of the pistol , it hits the bullet when you press the trigger EDIT: Nvm it is unknown to be
tag_clip=obviously the clip itself
When in asset manager and selecting your xmodel_export dont forget to select animated
to the same for every bones, also some bones might not have tags as they dont move
Need:
-Maya 2009
-Xmodel exporter (to get the gun)
1st: Open the weapon you want to import in maya
As you can see in the next screenshots you can select differents parts of the weapons
![[Image: rearp.png]](http://img190.imageshack.us/img190/3348/rearp.png)
![[Image: clipi.png]](http://img820.imageshack.us/img820/5938/clipi.png)
![[Image: brass.png]](http://img839.imageshack.us/img839/3450/brass.png)
![[Image: boltj.png]](http://img716.imageshack.us/img716/9813/boltj.png)
2nd: Open the html file with tag in it name (it came along with the .obj file we get when we export the model with xmodel exporter)
![[Image: tagss.png]](http://img847.imageshack.us/img847/2573/tagss.png)
3rd: As you can see there is bones, those bone are used to make it animated, we will now fix the weapon model bones
![[Image: seebolt.png]](http://img171.imageshack.us/img171/4273/seebolt.png)
On the screenshot above I selected the bolt of the weapon
so I will rename the group3 to j_bolt (as we can see in the html file)
For the j_gun you need to press edit > select all and then edit > group , after that rename the group to j_gun
tag_brass = where the shell get ejected
j_gun = the whole gun
j_bolt = the bolt or moving part when shooting sometimes
tag_flash = where the muzzeflash should be (usually the look for a small piece of metal in the iron sight near the barrel, really small the 2nd one, the closest to the barrel)
j_press_rear= the part at the back of the pistol , it hits the bullet when you press the trigger EDIT: Nvm it is unknown to be
tag_clip=obviously the clip itself
When in asset manager and selecting your xmodel_export dont forget to select animated
to the same for every bones, also some bones might not have tags as they dont move