Tried to recreate on how do the operators hold the hanguns (pistols, revolvers) in COD: Modern Warfare
I might make another version where it only uses the viewmodel in crouch mode.
Important:
Looks like somebody already made a similiar mod to this one so sorry I couldn't find it on the site.
/ https://modworkshop.net/mod/29107#description /
However my mod only cover the handguns while his/her cover the majority(?) I'm not sure. (I also like my viewmodel for the hangun much more than what's in the other mod.)
Update v0.1:
- replaced all pistols expect the Luger, APS, CZ-75, 93R, H9 (I don't own the new DLCs, and I was lazy to unlock the Luger once again)
- replaced all revolvers (Judge included) expect: S&W No.3
- lastly Peacemaker viewmodel replaced cuz it was pretty lame but now its much more interesting: tip aim with the barrel
Update v0.2:
- remade all handgun viewmodels to a much more accurate one or at least I think so..
Update v0.3:
- tweak and updated the standard (standing viewmodel) and added new crouching viewmodel to all pistols
- added the COD style viewmodels to the left out weapons I didn't cover before though I can't check out/verify if they works as intended.. but it should work fine
- replaced some pistol running animation to the simple tactical one (deagle animation replaced with the glock one(?))
Update v0.4:
- replaced some secondary SMGs's running animation with luger running animation: only issue is that when you stop the sprint it just snaps back cuz it's just an animation replacement, I can't do any new animations yet(?), idk if in the future it might happen
- but if somemody could reverse the luger "breech_sprint.animation" it could be implemented as the "sprint_exit" animation for many smg, idk how it would look but I think that could make that "snapping" much more appealing
- just for experiment I replaced the viewmodel for the mp7 so if you guys like it I can countine it making for most of the smgs so give me feedback
Update v0.5:
- thanks to a generous person I got my hands on the Federales Weapon Pack which includes 3 pistols: 93R, CZ-75, APS
I correctly adjusted the viewmodels for each pistol (also I seen that at some weapons (these one) the ironsight was unusable so pls tell me if I f#cked up someting) - in the previous update I included so SMG with the different runnin animations: mainly those which I think can be carried with 1 hand
- for these SMGs I also adjusted their viewmodels now, including: mp5, mp7, mp9, mac-10, mini-uzi, uzi, ump, mpx, tec-9, scorpion, sr-2 and vector
I rly like how the mp5 and mpx viewmodels turned out to be, sadly they are still garbage on higher diffuclty
they still snap back to their place after running, someday I might can make a new animaton..
Update v0.6:
- thanks to PlayBonk I managed to understand the very basics of how can an animation be made for the weapons /I mean ANIMATION not weapon reloads and stuff where you manipulate the weapon parts too, these only inculde moving the weapon location and rotation and stuff like this/
- made new sprinting animation for the mp5 from scratch, tried to simulate the movement like in CODMW19, the left arm could be moved in mid-sprint but I couldn't animate it properly yet, and there is a little clipping when equipping, unequipping the gun which I will solve in the future
- for now I only realease it like this just to see how it performs, yea its not "much" of an update.. but even this took like 4-5 weels to understand so ye enjoy
Update v0.7:
So it only took me a summer to learn to make new running anims from scratch, PlayBonk helped me a tons which I'm rly grateful for: so managed to make 7 new animation for the smgs when you run
More accurately every weapon have 3 sprinting anim: when you start it (enter), when you running (loop), and when you finish running (exit) so that's like: 7x3=21 new animation from scratch
-new sprinting animations are for: mp7, mp9, mac11, uzi, mpx, scorpion, sr2
I made one for the tec-9 too but its seems I accidently deleted that one.. and for the ump and vector: it doesn't look that good so I will update it (probably not gonna have time for it)
yea, some of them might look weird but I don't have the time to perfect it, they are in a stable state so I wanted share it with you cuz probably I'm not gonna have time in the future sadly
anims for the ump, and vector are rly bad so I reccomend to go into the codmw19 anims folder and delete "schakal" and "polymer" folder
Required: Perfect Viewmodel: https://modworkshop.net/mod/17618
I recommend to use Viewmodel Tweak (Update 180):
https://modworkshop.net/mod/13407
Installation:
This is just a simple edit of the viewmodels so to install, place the "mods" folder into your PAYDAY 2 directory. If you have PVM installed and have your own modifications, go to mods/saves/PerfectViewModel_Options.txt and back it up somewhere or alternatively copy all my txt. content and past it into your txt. file and save, it should work if you don't use any handgun viewmodel modification.
Drop the folder inside assets folder into "mod_overrides" folder in your PAYDAY 2 directory.
### I would gladly try to actually animate the weapon holding stuff so it wouldn't be just a viewmodel but so far no luck, I have found the FPS animation resource but I don't know much about blender or the actaul steps for making an animation but if anybody has any ideas or know how to make them/ familiar with blender: I would be rly thankful if you would explain to me step by step on how to make an animation
## ---> it's developing
I'm starting uni so I don't think I will have time to work on payday mods, but I wish to return if I finish it but that time payday 3 might even releases..