THREAD: Custom Animations on Console Tutorial [Also included NTSC-J offsets for some weapons]
  1. 01-19-2019, 11:30 PM
    ItsAnanasModz's Avatar
    ItsAnanasModz
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    ItsAnanasModz
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    Sep 2014
    NextGenUpdate
    First of all, a small disclaimer: This was not found by me in the first place, this is just a simple tutorial with some offsets. I didnt see a post about this yet, so i decided to post this onto here aswell. This is doable on other cod games aswell, but some games (Black Ops 1 and Black ops 2 for example) have the string listed 3 times, and you will need to replace all of the 3 strings. All credits go to You must login or register to view this content. , You must login or register to view this content., and Mason for the original tutorial linked here:



    What you need:

    A Debugger of your choice. (Netcheat, universal debugger, prodg, you name it.)


    Then you need to search for an animation that you want to change, as an example i will use viewmodel_barrett_idle, what is located at 0x3307D570 on the japanese (NTSC-J) release of MW3 on 1.24 patch.

    Then i replace the string viewmodel_barrett_idle with viewmodel_stinger_idle, what will change the model when you stand idle with a barrett to the model that you would get usually when standing idle with an stinger.

    (Image of this shown below.)

    You must login or register to view this content.


    Possible Replaceable animations are atleast;

    viewmodel_gunname_idle
    viewmodel_gunname_pullout
    viewmodel_gunname_pullout_quick
    viewmodel_gunname_putaway
    viewmodel_gunname_putaway_quick
    viewmodel_gunname_fire
    viewmodel_gunname_reload
    viewmodel_gunname_reload_empty
    viewmodel_gunname_rechamber (this last one is only for bolt action rifles)

    And here are weapon animation offsets for all of the snipers and with the animation name listed behind it:

    0x330598B0 - viewmodel_msr_idle
    0x3305A0C0 - viewmodel_msr_fire
    0x3305AD94 - viewmodel_msr_rechamber
    0x3305C9E8 - viewmodel_msr_reload
    0x3305FC30 - viewmodel_msr_reload_empty
    0x33065070 - viewmodel_msr_pullout
    0x330672F8 - viewmodel_msr_putaway
    0x33069390 - viewmodel_msr_pullout_quick
    0x3306A748 - viewmodel_msr_putaway_quick
    0x3306B4D8 - viewmodel_msr_sprint_in
    0x3306C2BC - viewmodel_msr_sprint_loop
    0x3306D1D0 - viewmodel_msr_sprint_out
    0x3306E0C8 - viewmodel_msr_rechamber_ads
    0x3306E0C8 - viewmodel_msr_ads_up
    0x3306E0C8 - viewmodel_msr_ads_down


    0x3307D570 - viewmodel_barrett_idle
    0x3307DD88 - viewmodel_barrett_fire
    0x3307E9F0 - viewmodel_barrett_reload
    0x33082B5C - viewmodel_barrett_reload_empty
    0x33087794 - viewmodel_barrett_pullout
    0x3308A10C - viewmodel_barrett_putaway
    0x3308BFBC - viewmodel_barrett_pullout_quick
    0x3308D604 - viewmodel_barrett_putaway_quick
    0x3308E388 - viewmodel_barrett_sprint_in
    0x3308F2E0 - viewmodel_barrett_sprint_loop
    0x33090338 - viewmodel_barrett_sprint_out
    0x330915C8 - viewmodel_barrett_ads_up
    0x33091635 - viewmodel_barrett_ads_down

    0x330A50D8 - viewmodel_rsass_idle
    0x330A58F4 - viewmodel_rsass_fire
    0x330A625C - viewmodel_rsass_reload
    0x330A95A8 - viewmodel_rsass_reload_empty
    0x330ACEC0 - viewmodel_rsass_pullout
    0x330B2428 - viewmodel_rsass_putaway
    0x330B4660 - viewmodel_rsass_pullout_quick
    0x330B56F0 - viewmodel_rsass_putaway_quick
    0x330B646C - viewmodel_rsass_sprint_in
    0x330B722C - viewmodel_rsass_sprint_loop
    0x330B8108 - viewmodel_rsass_sprint_out
    0x330B9028 - viewmodel_rsass_scope_ads_up
    0x330B9099 - viewmodel_rsass_scope_ads_down

    0x330CF710 - viewmodel_as50_idle
    0x330CFF4C - viewmodel_as50_fire
    0x330D0BBC - viewmodel_as50_reload
    0x330D5608 - viewmodel_as50_reload_empty
    0x330DB3E8 - viewmodel_as50_pullout
    0x330DD5B8 - viewmodel_as50_putaway
    0x330DF488 - viewmodel_as50_pullout_quick
    0x330E0A3C - viewmodel_as50_putaway_quick
    0x330E19D8 - viewmodel_as50_sprint_in
    0x330E29B4 - viewmodel_as50_sprint_loop
    0x330E3920 - viewmodel_as50_sprint_out
    0x330E4B54 - viewmodel_as50_ads_up
    0x330E4B54 - viewmodel_as50_ads_down

    0x33117458 - viewmodel_l96_idle
    0x33117C6C - viewmodel_l96_fire
    0x331189C0 - viewmodel_l96_rechamber
    0x3312B514 - viewmodel_l96_rechamber_ads
    0x3311A69C - viewmodel_l96_reload
    0x3311DDEC - viewmodel_l96_reload_empty
    0x3312325C - viewmodel_l96_pullout
    0x33125074 - viewmodel_l96_putaway
    0x33125074 - viewmodel_l96_pullout_quick
    0x33127CB0 - viewmodel_l96_putaway_quick
    0x33127CB0 - viewmodel_l96_sprint_in
    0x33129774 - viewmodel_l96_sprint_loop
    0x33129774 - viewmodel_l96_sprint_out
  2. 01-29-2019, 06:30 AM
    SyGnUs's Avatar
    SyGnUs
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    Jan 2012
    NextGenUpdate
    Originally Posted by ItsAnanasModz View Post
    First of all, a small disclaimer: This was not found by me in the first place, this is just a simple tutorial with some offsets. I didnt see a post about this yet, so i decided to post this onto here aswell. This is doable on other cod games aswell, but some games (Black Ops 1 and Black ops 2 for example) have the string listed 3 times, and you will need to replace all of the 3 strings. All credits go to You must login or register to view this content. , You must login or register to view this content., and Mason for the original tutorial linked here:



    What you need:

    A Debugger of your choice. (Netcheat, universal debugger, prodg, you name it.)


    Then you need to search for an animation that you want to change, as an example i will use viewmodel_barrett_idle, what is located at 0x3307D570 on the japanese (NTSC-J) release of MW3 on 1.24 patch.

    Then i replace the string viewmodel_barrett_idle with viewmodel_stinger_idle, what will change the model when you stand idle with a barrett to the model that you would get usually when standing idle with an stinger.

    (Image of this shown below.)

    You must login or register to view this content.


    Possible Replaceable animations are atleast;

    viewmodel_gunname_idle
    viewmodel_gunname_pullout
    viewmodel_gunname_pullout_quick
    viewmodel_gunname_putaway
    viewmodel_gunname_putaway_quick
    viewmodel_gunname_fire
    viewmodel_gunname_reload
    viewmodel_gunname_reload_empty
    viewmodel_gunname_rechamber (this last one is only for bolt action rifles)

    And here are weapon animation offsets for all of the snipers and with the animation name listed behind it:

    0x330598B0 - viewmodel_msr_idle
    0x3305A0C0 - viewmodel_msr_fire
    0x3305AD94 - viewmodel_msr_rechamber
    0x3305C9E8 - viewmodel_msr_reload
    0x3305FC30 - viewmodel_msr_reload_empty
    0x33065070 - viewmodel_msr_pullout
    0x330672F8 - viewmodel_msr_putaway
    0x33069390 - viewmodel_msr_pullout_quick
    0x3306A748 - viewmodel_msr_putaway_quick
    0x3306B4D8 - viewmodel_msr_sprint_in
    0x3306C2BC - viewmodel_msr_sprint_loop
    0x3306D1D0 - viewmodel_msr_sprint_out
    0x3306E0C8 - viewmodel_msr_rechamber_ads
    0x3306E0C8 - viewmodel_msr_ads_up
    0x3306E0C8 - viewmodel_msr_ads_down


    0x3307D570 - viewmodel_barrett_idle
    0x3307DD88 - viewmodel_barrett_fire
    0x3307E9F0 - viewmodel_barrett_reload
    0x33082B5C - viewmodel_barrett_reload_empty
    0x33087794 - viewmodel_barrett_pullout
    0x3308A10C - viewmodel_barrett_putaway
    0x3308BFBC - viewmodel_barrett_pullout_quick
    0x3308D604 - viewmodel_barrett_putaway_quick
    0x3308E388 - viewmodel_barrett_sprint_in
    0x3308F2E0 - viewmodel_barrett_sprint_loop
    0x33090338 - viewmodel_barrett_sprint_out
    0x330915C8 - viewmodel_barrett_ads_up
    0x33091635 - viewmodel_barrett_ads_down

    0x330A50D8 - viewmodel_rsass_idle
    0x330A58F4 - viewmodel_rsass_fire
    0x330A625C - viewmodel_rsass_reload
    0x330A95A8 - viewmodel_rsass_reload_empty
    0x330ACEC0 - viewmodel_rsass_pullout
    0x330B2428 - viewmodel_rsass_putaway
    0x330B4660 - viewmodel_rsass_pullout_quick
    0x330B56F0 - viewmodel_rsass_putaway_quick
    0x330B646C - viewmodel_rsass_sprint_in
    0x330B722C - viewmodel_rsass_sprint_loop
    0x330B8108 - viewmodel_rsass_sprint_out
    0x330B9028 - viewmodel_rsass_scope_ads_up
    0x330B9099 - viewmodel_rsass_scope_ads_down

    0x330CF710 - viewmodel_as50_idle
    0x330CFF4C - viewmodel_as50_fire
    0x330D0BBC - viewmodel_as50_reload
    0x330D5608 - viewmodel_as50_reload_empty
    0x330DB3E8 - viewmodel_as50_pullout
    0x330DD5B8 - viewmodel_as50_putaway
    0x330DF488 - viewmodel_as50_pullout_quick
    0x330E0A3C - viewmodel_as50_putaway_quick
    0x330E19D8 - viewmodel_as50_sprint_in
    0x330E29B4 - viewmodel_as50_sprint_loop
    0x330E3920 - viewmodel_as50_sprint_out
    0x330E4B54 - viewmodel_as50_ads_up
    0x330E4B54 - viewmodel_as50_ads_down

    0x33117458 - viewmodel_l96_idle
    0x33117C6C - viewmodel_l96_fire
    0x331189C0 - viewmodel_l96_rechamber
    0x3312B514 - viewmodel_l96_rechamber_ads
    0x3311A69C - viewmodel_l96_reload
    0x3311DDEC - viewmodel_l96_reload_empty
    0x3312325C - viewmodel_l96_pullout
    0x33125074 - viewmodel_l96_putaway
    0x33125074 - viewmodel_l96_pullout_quick
    0x33127CB0 - viewmodel_l96_putaway_quick
    0x33127CB0 - viewmodel_l96_sprint_in
    0x33129774 - viewmodel_l96_sprint_loop
    0x33129774 - viewmodel_l96_sprint_out


    Custom animations my ass, had me thinking you had something new and dope stare