CaptainPoopface wrote:Can this be used to give animations to weapons that don't have one for certain animation calls? For example, giving the magnum a charging or overheat animation like the plasma pistol, or giving any weapon a secondary fire animation for cloned triggers. What about a grenade toss for the assault bomb? It seems like there would be a conflict.
These are indeed possible but keep in mind that some animations would move some bones you would rather be kept as is. The overheat animations for the beam rifle don't move any weapon bones to my knowledge so those may be best to use for overheating.
The Assault Bomb nade throwing is very possible with just few Chunk Cloner edits but you would have to disable the weapon dropping.
So you could pick up the bomb but not drop it at the tap of a button.
And you would need to add some extra Chunks in the reflexives within Animation Calls reflexive for them to be used.
CaptainPoopface wrote:As an aside, if the FP camera is attached to a bone, is it not feasible to attach it to an invisible bone behind the chief and get 3P without Yelo?
Well, it's note a true bone. Think of it as a ghost bone.
The bone doesn't exist within the [mode] tag but still exists in a way that they can use it to move the camera but not be dependent on the coordinates of the other bones within the weapon.
The bone really exists within the [weap] tag and its coords are controlled by those coord values at the very bottom of the meta.