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

Reply via email to