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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
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
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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
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
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
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
@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
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
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
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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
@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
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
--
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This is just an idea
@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
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
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