The thing is, if this was done properly, it should look fine.
Your idea would be more hassle than the current system, however, as it
is probably easier for the animators to work with hands and weapon in
one file, instead of having separate hands and separate weapon to work with.

Greg Chadwick wrote:
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.



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