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 > >> > >> > >> > > > > > > > > _______________________________________________ > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

