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 game - would it be considerably more laggy than the current system?
You would probably want to use IK (inverse kinematics) to adjust the skeletal joint rotations to place the player model's hands on the weapon (not ragdoll). You would need to modify the render code so that a player can see their own body (in order to see their hands). Once you allow the player to see their own body, you have to handle the problem of the camera being inside the body (in the head) and have some way to prevent the backfaces of player model mesh being rendered (perhaps by placing the camera slightly forward so it is just outside the extent of the head). As and added side benefit, this would also allow you to see your own feet (a-la Halo2). You would need a fairly simple skeleton for the arms (2 or 3 bones max per arm) for IK, otherwise it would become very CPU intensive adjusting arm positions of multiple players in the view frustum. -- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

