It looks like the merc's rifle is a seperate object. If you would like a can figure out how to replace the original with your AK. Also if I can call methods from a script for the AK you can include all the modular accessories in the FBX and hide different combinations of visible parts so that you toggle through different configurations in game. If you can send me an FBX file with a list of names for each part I can code up an example. I was already able to load a different weapon for the merc that I downloaded free of Turbo Squid. I would love to see if we can get the AK fully working in game. Character animations will have to wait of course.
EDIT: I found your DAE and blender files, that's all I need. I found a way to include scripts for static objects. I can call some methods and not others like I could for a vehicle. But it is a work in progress. I'll let you know how this works with hiding/un-hiding parts. Need to bind it to a keyboard input to toggle weapon configurations too but that's easy once I get a script working for the AK.
Regards,
Uriah
... And i thought you were busy with the rockets
Im still waiting for a little more info about characters for this -
http://forum.outerra.com/index.php?topic=2821.msg29563#msg29563 .. and some other, yet a little secret stuff. But the main plan is to do a working set of these weapons, an custom animated soldier (with various stances etc.) and, when the Ural project is near completion and the BTR-80 (doe, those are the biggest brakes it seems, outside time, as i constantly run in some modeling information issues (mostly bound to not having a nice photo-collection or special info-source)), an additional set of animations n interactions with them. If that is pulled out in some time, then i can start seriously on the brother vision of mine ... but must still learn a lot of things ... would like to know the most of the skill-sets to pull that out myself (or understanding them properly).
As for the AK - i know the RPG-7M model was a part of it, also you ,ay sometimes see the issue of scopes being swapped at certain angles/distances, so yes, it will be probably an additionally placed separate model bound to the right hand bone of the model - there should be some way to identify the placement of the gun (that it is at spawn with the hand-guard at the mercenaryes hands) and the one for the "ballistic effect" at shooting. Not sure how those are defined and about the background needs at model and script level. AngryPig said they had an little insight planned for that for us, doe a lot of other things must be finished first and also, the merc is probably not yet ready in regards of a ton of aditional stuff (Hit-meshes, collisions, inventory n weapon systems, extended animations etc). So i mostly am doing the main model stuff till some more bits come to light gradually (i have a lot of stuf there to do anyway till i can do what i intend there). So, no real timelines for my works in progress, nor is the pressure-monster breathing on my neck (well maybe the one i imagine myself).
Its kinda partly like your project too, i could do accessories as totally separate models placed properly with an extended scripting system to allow use theyr functionalityes when "added" to the certain weapons/vehicles, but at a variational level as i intend, i have to think first what bits will be segregated like that and witch not. As a example - scopes could be as separates each one, where all could have the same script for usage (yes, different animations at needed places) with only changing the "scope-sight" eye view positions and the placing positions accordingly at each one. Problem is doe that there are plenty weapons, that can use the same scope, but the construction intends them at different places in regards to the hand of the mercenary as the weapons it-selves. i would like so have a possibility to have an modifier for the soldier animations, for setting the stocks right at place of the character (mainly that the distance of the hand-shoulder would be set specially for each weapon due to theyr model scales and ergonomics, but maybe have also the possibility to change them on fly - like modular stocks on the M4s to give it forward-backward --- this also having some effect in playability/gameplay from the "soldiers" view whyle aiming n stuff). Im studying the ARMA way of some things, but found, they just have all the weapon-combinations as separate models with the accessories and some things at character building (modularity of cloths) is needed to be thought rightly off too (but if i get it right, they made special custom animations for each piece of cloth on them, blending perfectly at the joints).
Can quite imagine one day, that head-tracking could be in someway engaged in weapons handling from the 1st view, or additional controllers ( imagine the two WII controllers being your hands at hand-grip and front stock of the weapon and aligning aim both with hands and head-movement ) -- and yes, just as an separate play-modus, the basic mouse view control is intended to stay. I personally see it as a interesting development in future gaming not only in hardcore sims, but simple shooters, like CoD, or Battlefield-like games too. And i like the process and things behind such things getting to life (even if just from the limited free-time n knowledge in programing i have yet). ... yet something of a similar sort of stuff at handling special vehicle functions (like aiming the BM-21 rocket system, or using gunner and equipment operation positions n full-click cockpits).
Now additionally to it, think of something, not only hardening your life due to weather/terrain and health conditions, but making actual, light effect of psychological impacts. Yes, storyline are the main focus there, but, imagine going trough something as an controlled, simulated shell-shock experience (with no prolonged or real-life side effects off course, no intention to ruin someones head with it) trough visual and sound influences when really bad things going on at battlefield. Something like an sensual punishment and award addition, using just some psychology lessons, the screen and the sound at the headphones.
It is kinda complicated what i have in mind, but i hope you get a piece of the mirror by what i write.