Well having attachment points draging around a ragdoll of a hand
probably wouldn't look that great, you'd want some sort of IK system.

A far simpler solution would be to simply forget all about attachments
and just have the hands animated to carry out the actions in sync with
the weapon.  You could probably animate one hand skeleton and then use
it on multiple hand models.  You'd just need to setup two viewmodels
which should be pretty simple.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DrBob
Sent: 16 December 2005 18:18
To: [email protected]
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 the animations based around this, why
not have each weapon just have a set of attachment points where the
usual finger positions on the grips, trigger, etc. are, and
corresponding ones on a hand model? (On the surface of the skin, and the
surface of the gun, of course.) When you want a gun to appear on screen
with some hands, you link each hand attachment point to the
corresponding weapon attachment point (e.g. hand_finger01 ->
gun_grip01_finger01) With regards to weapon animations such as
reloading, it would be the attachment points on the weapon that move
around, guiding the hands (so to speak) into doing a nice animation -
the hands would be ragdolled, effectively (a cut-down ragdoll mode
without collisions, for example), by the attachment points on the gun
model. For example, with a reload animation, the attachment points for
the hand on the gun barrel grip would float their way to the clip's
surface, move down with it as it moves, and so on. In fact, this could
be taken a step further, with a weapon itself being only the
stripped-down weapon body (no silencer in the normal model - the M4A1
has animations for with a silencer and without, no clip, no scope,
etc.), with attachment points for such things (silencer, clip, scope,
etc.). At buy-time, the player would then be able to choose which addons
to buy for his gun - what type of silencer, what type of ammo and how
big the clip should be, what type of scope if any, etc.; and these would
all be attached to the gun, and removable during gameplay. Managing to
animate this using the aforementioned moving attachment method would be
slightly more complex (I haven't thought about it much yet), but would
be possible.

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?

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