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
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