Look u dont have a swinging animation. Player has a attack animation. You just give him a weapon in his hands. When the player now plays its attack animation, your sword is in his hands, so theres no need for a swinging animation in the sword.
If you wanna make an fps, weapon holding is a complete other thing. There i wouldnt use hand bones at all.

fps weapon holding basic ( in this case u would need a swinging animation ):
Code:
void _hold_fps_weapon()
{
   set(my, PASSABLE | ZNEAR);
   while(my){
      // place weapon on screen
      vec_set(my.x, camera.x);
      vec_set(my.pan, camera.pan);

      my.skill1 += time_step; 
      ent_animate(me, "idle", my.skill1, ANM_CYCLE);

      if (mouse_left) swing_my_sword(); //fex attack now
      wait(1);
   }
}
action myPlayer(){
   ent_create("sword.mdl", vector(my.x, my.y, my.z), _hold_fps_weapon);
}



Maybe u take a look into this site ( fex Zombies-Workshop )
http://www.rp-interactive.nl/ws/index.html

Last edited by rayp; 12/21/12 16:43.

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