You could generate the animations in an offline process (e.g. before you've actually compiled the model, you'd be working with SMDs or some format you can import/export from your modeling package of choice). As it's an offline process you could have a far more complex skeleton as your IK solution doesn't need to be calculated in real-time.
You could see it kind of like the shader compile process where it produces many combinations of one shader, producing in some cases several thousand compiled files. You'd define all the combinations of animations that could occur and then calculate it all using IK. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of fjulll Sent: 16 December 2005 19:17 To: [email protected] Subject: Re: [hlcoders] New weapons system -- [ 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. _______________________________________________ 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

