As Jorge Says it's a little complicated as most of the code assumes that the
weapon is in the right hand but it is possible.

Some pointers in the right direction are:

GetViewModel() defaults to 0.  Call CBaseViewModel *vm =
pOwner->GetViewModel( 1 ); in the SetViewModel function of the weapon so
that you add the new model to another ViewModel position in the list of view
models.

You can specify which model to call functions like SetWeaponVisible() and
SendViewModelAnim() by making sure that SetViewModelIndex() has been set to
the correct model (0 for right, 1 for left)

Hope that helps

David (PulledPin) Shaw
www.hl2ctf.com

On 16/03/2008, Cale Dunlap <[EMAIL PROTECTED]> wrote:
>
> Hello All,
>
> It's time for a stumper....
>
> I've got a case where I need to have the player hold two weapons--each
> weapon animating independently. Our animations get pretty complex, so
> instead of trying to make our animator create a bunch of combinations of
> animations for the left and the right hand, I'm wondering if it is
> possible
> to create a second view model and how I'd go about doing it if it is. The
> reason for the second view model would be so that I can send activities to
> a
> single side (left hand or right hand) at a time. That way our animator
> only
> has to animate a single set of animations on a single side, then just
> duplicate it on the other side.
>
> I hope I'm being clear, if not, I'll answer any questions to clear up
> confusion.
>
> If creating a second view model isn't possible, does anybody have any
> other
> suggestions on how I can achieve this? Animation blending perhaps? QC
> magic?
>
> Thanks in advance!
>
> -Cale
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