AAA Quality Assault Rifle Asset Packs from Studios

Is there any other way two Programm the Striker so that the Reload Animations runs so that the Striker get in to the left hand?? Add an Socket in the Hand_R under Skeleton. Did Someone knows how two fix that Problem.??

anyone knows how retarget this animations to third person character? all the final results are horrible.

Hey @GoruptheDevel the anims were designed for FP use, but you can use one of the LODs for third person. Also, wanted to give folks an update that we’ve updated the XM8 pack so that the bullet doesn’t float next to the gun.

is there something wrong with the animations? i have tried to do like this guy and cant get it to work. i mean, arms get shoulders get completely wrong, even using animation or skeleton retarget. this is driving me crazy since its a multiplayer and i need the animations

Hey @GoruptheDevel like we said, the animations are designed for FP and as far as we know, there’s nothing wrong with them. If you’d like, you can send over a vid of what you’re trying to do and we can take a look. Send it to [EMAIL=“info@ironbellystudios.com”]support@ironbellystudios.com. Cheers!

We’ve update the XM8 Pack with a separate bullet mesh! WooT!

We put together a sort of tutorial for our weapon packs and the attachments. It doesn’t cover everything, but it might help some folks with a few basics :slight_smile:

https://ironbellystudios.com/mlw-guide/

This week the Belgian Assault Rifle is on sale! Animated Belgian Assault Rifle FPS Weapons Pack in Weapons - UE Marketplace

Fill yer boots folks :slight_smile:

https://ironbellystudios.com/wp-content/uploads/2018/08/BelgianAR_Screenshot_06.jpg

guess I’m a bit late, but the on the XM8 issue, I’m pretty sure if you had the weapon playing the weapons idle animation via the weapons animation blueprint the bullet would not have been at the side anymore, but whatever separate mesh now.

We get asked a lot about switching out our weapons and re-targeting animations. Since we first launched our packs two years ago, we’ve made updates but there are a few things to keep in mind that could be helpful for anyone who uses our packs (https://www.unrealengine.com/marketp…0Studios%20Inc)

As with any animation /mesh pack you normally bring in, they will usually need the skeleton reassigned to your base skeleton.

We have changed many of the packs and some of the skeletal structure of the arms in the new packs to comply with Epics requirements. So it may complain about a bone that we no longer use called “weapon_mount” or something like that. The new packs do not have this bone, or its grayed out if its unavailable. That’s likely what folks are experiencing when trying to use one of the weapons and switching it.

With some retargeting of animations or skeleton re-assigning it should work fine!