Re: [hlcoders] New weapons system

2005-12-17 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] Like Teddy said, pre creating the IK calculations and just loading them up with each different weapon is going to be exactly the same as it already is. An animation. If you think about it, how is an attachment point going to be any different

Re: [hlcoders] New weapons system

2005-12-17 Thread DrBob
I can see where you're coming from, but using precalculated IK does mean that the animators don't have to do as much work, and it does also mean that many different hand and weapon model combinations can be used together without trouble. As well, it allows the adding of other stuff which would be

Re: [hlcoders] New weapons system

2005-12-17 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] On 12/18/05, DrBob [EMAIL PROTECTED] wrote: ...many different hand and weapon model combinations can be used together without trouble... Submodels? That's how most mods used to do it. Changing the body of the model was 1 line in HL1, I'd

[hlcoders] New weapons system

2005-12-16 Thread DrBob
I have quite a radical (probably overblown) idea for a way to handle weapons, weapon animations, etc. for a more weapon-based game than CS:S (something more akin to Raven Shield). Instead of each weapon model having some hands in it, and all the animations based around this, why not have each

Re: [hlcoders] New weapons system

2005-12-16 Thread Jeffrey \botman\ Broome
DrBob wrote: I have quite a radical (probably overblown) idea for a way to handle weapons, weapon animations, etc. for a more weapon-based game than CS:S (something more akin to Raven Shield). snip My question to you (finally) is: is this feasible, and what sort of overhead would it put on a

Re: [hlcoders] New weapons system

2005-12-16 Thread Tim Holt
The idea also of programatically controlling the locations of the viewmodel hands is interesting too. Programatically as in you say Put attachment point X on view model at given coordinate. I was talking about this at a conference a while back for medical applications. I wanted to have a player

RE: [hlcoders] New weapons system

2005-12-16 Thread Greg Chadwick
@list.valvesoftware.com Subject: [hlcoders] New weapons system I have quite a radical (probably overblown) idea for a way to handle weapons, weapon animations, etc. for a more weapon-based game than CS:S (something more akin to Raven Shield). Instead of each weapon model having some hands in it, and all

Re: [hlcoders] New weapons system

2005-12-16 Thread DrBob
For each arm, I would think it would be best to retain the standard arm skeleton - upper arm bone, lower arm bone, and various bones for the hands. However, I would think we could cut down the CPU load for the IK by only applying it to the upper and lower arm bones, and the wrist (i.e. ignoring

Re: [hlcoders] New weapons system

2005-12-16 Thread DrBob
Of DrBob Sent: 16 December 2005 18:18 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] New weapons system I have quite a radical (probably overblown) idea for a way to handle weapons, weapon animations, etc. for a more weapon-based game than CS:S (something more akin to Raven Shield

Re: [hlcoders] New weapons system

2005-12-16 Thread fjulll
-- [ Picked text/plain from multipart/alternative ] This is just an idea, it might be stupid as I cant hardly code for HL2 at all (I failed when I tried to make a interactable VGUI menu). What if the calculations for the IK would only be done once, and the same values used everytime you do that

RE: [hlcoders] New weapons system

2005-12-16 Thread Greg Chadwick
@list.valvesoftware.com Subject: Re: [hlcoders] New weapons system How would having one set of hand animations work? For two weapons like the Schmidt MP and the M4A1, the reload animations (for example) are completely different. This proposal was designed to eliminate that hard-codedness of the animations

RE: [hlcoders] New weapons system

2005-12-16 Thread Greg Chadwick
it all using IK. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of fjulll Sent: 16 December 2005 19:17 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New weapons system -- [ Picked text/plain from multipart/alternative ] This is just an idea

Re: [hlcoders] New weapons system

2005-12-16 Thread DrBob
@list.valvesoftware.com Subject: Re: [hlcoders] New weapons system How would having one set of hand animations work? For two weapons like the Schmidt MP and the M4A1, the reload animations (for example) are completely different. This proposal was designed to eliminate that hard-codedness

Re: [hlcoders] New weapons system

2005-12-16 Thread Teddy
One big problem with using attachments to put the weapon on the hands is you'd have to use BONEMERGE which means the model that gets attached (the weapon) must be static (no bones or animations). Also, coding a IK/Ragdoll system which would have bascially the same result as making it out of