• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
@ross-g Okay I think I know what the problem is. For some strange reason paradox decided to name all animations GER_xyz.anim except for the USA. Only they have their own animations. And that's why the models explode because the game tries to apply the USA animations but the model is designed for GER animations
No, the USA has 2 separate animations for rifle shooting because they use the M1 Garand which is semi-automatic without the need to cock the weapon after each shot as all other weapons do. The rig however works with all animations as it is the same for all characters.

Is there a way to unbind the legs from the root?
No, not what I am aware of.
 
@Vlad But how did you guys managed to do that with the German model? The legs are not binded to the middle root. but to the rest of the skeleton. The second picture shows how it looks when I first unbind and then skin everything again.
 

Attachments

  • GER_infantry.png
    GER_infantry.png
    788,3 KB · Views: 31
  • GER_infantry2.png
    GER_infantry2.png
    798,2 KB · Views: 31
The legs are not binded to the middle root. but to the rest of the skeleton. The second picture shows how it looks when I first unbind and then skin everything again.

You cannot simply unbind the skin and then apply a skin via the menu again. Skinning a model is not a simple, once-click and done process ... you have to edit the skin weights by painting them bone by bone.

If you just try to reskin with default options and don't edit the skin afterwards then you will get the right knee vertices bound to the left knee bone (etc...) and other errors as they are bound by closest distance usually. If you don't know how to skin properly in Maya then search Youtube for tutorials, or try the "Geodesic Voxel" bond method with high settings for a better one click skin.