Well you'd have a set of animations for each type of gun, sure it would require more work on the part of the animators but it'd probably look better.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DrBob Sent: 16 December 2005 19:10 To: [email protected] 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, not rearrange it; and yeah, I did mean some sort of IK system, but the term didn't come to mind. Greg Chadwick wrote: > 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. > _______________________________________________ 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

