This is not an answer to your question; but we used one reasonably generic hand model and different skins for the different characters; this works fine if your hand geometry is similar and it's easy to just switch skinfamilies based on the team.
> This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hello everyone! > In the mod I am working on, we require several different pairs of hands > attached to the weapon viewmodels. There shall be several player models > who shall all carry the same weapon, but obviously with different sets of > hands. > Now, the technique we used for this in the id engine was to use tags - > each hand had a predefined bone which viewmodels could be tagged to. Thus, > the hands would follow the weapon in first person view. > > The same technique is described for world models in Source: > http://developer.valvesoftware.com/wiki/World_Models > > However, I was unable to find any information about tagging viewmodels. I > opened some of them in the model viewer, but the hand meshes seemed to be > statically connected to the weapon. > Does Source even have the possibility to dynamically tag viewmodels? > > Any feedback would be highly appreciated. I can't imagine that an advanced > engine would require making seperate viewmodels for every weapon <-> > player model combination :) > > Thanks in advance, > > Darth.Hunter > -- > > > > _______________________________________________ > 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

