On Tue, Oct 6, 2009 at 1:18 AM, Minh <[email protected]> wrote: > 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. >
... or you can make a separate bone that's not part of the biped heirarchy that holds the weapon position, and animate it just as you would a weapon in a v model animation. That said you're still right, having w models in the v does put some restrictions on view model dynamics, and there are a lot more problems to solve than if you just have a separate v model. The plus side of it though is you get a lot more of a "real" feeling in the view without having to do a lot of duplication of work to model and animate things twice. -- Jorge "Vino" Rodriguez _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

