I believe Fallout 3 does it as well. Its just a matter of setting up the positions in such a way that they work well with the players vision. You could have separate arm/hand positions for just the first person view to fix a lot of the problems that could arise. In the end, you would have to do a lot less to add new weapons to the game. All you would have to do is make the weapon model and setup your attachment positions, and customize via a script file. Once you have enough weapons going it would just be a copy and paste procedure. You could quite simply add several new pistol models with very little animation work.
Its just an idea that seems to float well in my mind. It would be nice to only have to animate the gun model itself for events like shell ejection, then have everything else handled dynamically. On Tue, Oct 6, 2009 at 5:44 PM, Minh <[email protected]> wrote: > Doesnt Operation Flashpoint do this? > It looks unappealing to me cuz one the advantages of having a seperate > view model is that you can position it in the most aesthetically > appealing position. > If you were to force the players view to the eyes, you'd barely even see > the arms and gun unless you mess with the field of view. > > Ryan Sheffer wrote: > > Well for true full body awareness I still think completely third person > is > > the way to go. You could use IK and some splines to move the hand around > to > > different parts of the weapon model and parent / unparent the weapon and > > attachments at different points in the animation, and it could be all > > scripted. I think it would be really cool tbh. > > > > On Tue, Oct 6, 2009 at 8:13 AM, Matt Hoffman < > [email protected]>wrote: > > > > > >> 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 > >> > >> > >> > > > > > > > > _______________________________________________ > 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

