The body/legs is a seperate model. (Turns off on low model-detail)

Pretty sure each character still has a v_smg, v_huntingrifle, etc, because
as far as I know each character has separate animations for each weapon
(Instead of one animation for everyone).

On Tue, Oct 6, 2009 at 6:53 AM, Christopher Harris <[email protected]>wrote:

> Yes I agree bodygroups is the best method to do this. I was wondering also
> what method is Left4Dead using for its models?
>
> Even though it is a full-body awareness it looks somewhat like it might
> still be a "viewmodel". I'd looked at scripts and it seems they replace the
> arms based off the player model in use instead of having all the guns with
> models for each time the hands need to change.
>
> Chris
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Minh
> Sent: Tuesday, October 06, 2009 1:19 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Dynamic weapon attachments
>
> Lots of games still use view models. CoD4, Gears of War, Medal of Honour
> Airborne., Battlefield series, FarCry2, etc..
> The only game that I recall that doesn't use view models is OP Flashpoint.
> The huge advantage of using view models is that it allows the animator
> total freedom to use whatever bone setup he wants allowing him to do
> some funky things with the animation. Imagine trying to make an
> animation where the player switches the gun from one hand to another, or
> he holds the gun from a different part of the gun at different part of
> the animation. This sort of stuff is easy to do when the bones are all
> animated and exported in their own local space. It gets tricky to do
> this with third person anims cuz you have to work closely with the code
> to detach the model from the hand at various points in the animation.
>
> getting back to the original question, it's MUCH easier to just use
> bodygroups. I actually have done this successfully with my guns and it
> looks really solid. Plus, it's more efficient cuz you don't have an
> extra entity for the game to worry about.
>
> Ryan Sheffer wrote:
> > It only looks bad if you stick with the Valve formula, make third person
> > models look like crap. You would have to redo the third person anims but
> if
> > you can pull it off, from the players view, things would look more fluid
> and
> > realistic since the gun it moving like it should with the animation that
> is
> > currently running. Not just some fake hacky movements put in place for
> every
> > movement animation. You can use LODs to scale quality, have a first
> person
> > LOD only the local player can see for themselves. You could even make
> > players first person animations different to fix some of the issues that
> > could arrise.
> > Im pretty sure valve are one of the only companies still using v models.
> > Might be wrong, but doom 3 even seemed to be using only world models.
> >
> > On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman
> <[email protected]>wrote:
> >
> >
> >> I'd imagine it looks bad, would be harder to rig/setup things, you'd
> have
> >> to
> >> re-do the third-person animations, etc.
> >>
> >> On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer <[email protected]>
> wrote:
> >>
> >>
> >>> Consider totally ridding the game of the view models and just
> positioning
> >>> the camera where you can see the world model. Its 100% possible, but
> will
> >>> take some time to pull off.
> >>>
> >>> On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires <
> [email protected]
> >>>
> >>>> wrote:
> >>>>
> >>>> Having them as seperate models makes it even more of a pain
> >>>>
> >>>> On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison <
> >>>>
> >> [email protected]
> >>
> >>>>> wrote:
> >>>>>
> >>>>> I want to save animating till later to be honest. And I'd prefer to
> >>>>> have all the attachments as seperate models and attach them when need
> >>>>> be. I don't want players to be removing / attaching on the fly; a bit
> >>>>> like CoD4 attachments.
> >>>>>
> >>>>> All I want is code / concepts of how I would spawn this model and
> >>>>> attach it to the local client's viewmodel (doing worldmodel later).
> >>>>>
> >>>>> FYI Viewmodels are bummers :(
> >>>>>
> >>>>> Thanks,
> >>>>> - Saul.
> >>>>>
> >>>>> On 5 Oct 2009, at 22:35, Ryan Sheffer <[email protected]> wrote:
> >>>>>
> >>>>>
> >>>>>> Its best to just have the scope as a model group mentioned above.
> >>>>>>
> >> If
> >>
> >>>>>> you
> >>>>>> want the players hand to put the scope on, making the scopes verts
> >>>>>> part of
> >>>>>> bone and parent that bone to the hand during the animation and once
> >>>>>> attached
> >>>>>> unparent in the animation. Then just have the scope model group
> >>>>>>
> >> stay
> >>
> >>>>>> on
> >>>>>> until the player removed it again.
> >>>>>>
> >>>>>> If you dont want to do this, parenting new models to the player v
> >>>>>> model is
> >>>>>> going to be an annoying task, but its possible. Just need to keep
> >>>>>>
> >> in
> >>
> >>>>>> mind
> >>>>>> that it is hidden to all players cept the local. Maybe having the
> >>>>>> model
> >>>>>> entirely client side would be wise? But maybe too much work to
> >>>>>>
> >> setup.
> >>
> >>>>>> On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
> >>>>>>
> >>>> [email protected]
> >>>>
> >>>>>>> wrote:
> >>>>>>>
> >>>>>>> You could try using bodygroups on the weapon and view model
> >>>>>>>
> >>>>>>> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
> >>>>>>>
> >>>> [email protected]
> >>>>
> >>>>>>>> wrote:
> >>>>>>>>
> >>>>>>>> Hey hlcoders,
> >>>>>>>>
> >>>>>>>> I'm wondering how I'd go about adding normal static props (i.e. a
> >>>>>>>> small
> >>>>>>>> scope) to an existing weapon. I've tried bone merging the
> >>>>>>>> viewmodel to a
> >>>>>>>> static prop I created to no avail, albeit I'm not sure I'm doing
> >>>>>>>>
> >> it
> >>
> >>>>>>>> correctly. I'm basically requesting:
> >>>>>>>>
> >>>>>>>>  - How would I go about spawning a prop/another viewmodel, and
> >>>>>>>> where I
> >>>>>>>>  should do this in the code;
> >>>>>>>>  - How would I attach this newly spawned prop to my viewmodel
> >>>>>>>>
> >> (it's
> >>
> >>>>>>>>  currently a bone, v_weapon.Scope.Attachment)
> >>>>>>>>  - Has anyone tried this before and are they willing to release
> >>>>>>>>
> >>> code
> >>>
> >>>>>>>>  [snippets].
> >>>>>>>>
> >>>>>>>>
> >>>>>>>> Thanks so much in advance,
> >>>>>>>> - Saul.
> >>>>>>>> _______________________________________________
> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>> archives,
> >>>>>>>> please visit:
> >>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>> --
> >>>>>>> - Stephen Swires
> >>>>>>> _______________________________________________
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>> archives,
> >>>>>>> please visit:
> >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>> --
> >>>>>> ~Ryan ( skidz )
> >>>>>> _______________________________________________
> >>>>>> 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
> >>>>>
> >>>>>
> >>>>>
> >>>> --
> >>>> - Stephen Swires
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>>
> >>> --
> >>> ~Ryan ( skidz )
> >>> _______________________________________________
> >>> 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
> >>
> >>
> >>
> >
> >
> >
>
> _______________________________________________
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> please visit:
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>
>
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>
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