Well is the achievement weapons in tf2 not a good example how, it does exactly what you want to do, it uses effects and works with only one model for both world and view.
On 7/10/2009 7:30 p.m., Jorge Rodriguez wrote: > 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. > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

