-- [ 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 animation. That would save some CPU load expect the first time you do it.
Having your hands being actually being able to interact with the world would be great, and I hope someone actually tries doing this. On 12/16/05, DrBob <[EMAIL PROTECTED]> wrote: > > 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 the finger bones) - I can't see how cutting out the > fingers would greatly affect the appearance. Another thing which could > be done is to cache the IK calculations for a specified set of arms with > a specified weapon when a combination of the two is first used. > > Jeffrey "botman" Broome wrote: > > 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 > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

