Game Development Community

Arms - with and without weapon

by Gleznov · in Artist Corner · 07/20/2005 (5:05 am) · 2 replies

Hi,

I'm working with a player model I made. It's a cartoony alien type. Now generally (because of his shape) both of his arms sprout up and out towards the ceiling. However, when he picks up a gun, I need that to shift and have his arms come down and be in front. The problem I'm having is that it seems that I can't have it both ways. However his arms are for one, they are for the other, as far as I can tell. So either he looks very strange before picking up a weapon, or else when he picks it up he points it off into the stratosphere. How can I differentiate the model/animation's with and without weapon poses?

Glez

#1
07/20/2005 (8:46 am)
The look of the arms is based on the "look" thread in the animations. As default, the arms will always be in the same pose as the "look" animation, with or without weapons.

However from what I understand you can have multiple "look" animations with the arms set in different poses and then in the weapon's script file, assign which look thread to use.

I haven't tried this myself yet, but that is what the "looksn" animation in Tribes2 is for. Ie. while holding the sniper rifle the arms are set in a different position. Obviously TGE isnt T2, so if this functionallity is still there I do not know, but it shouldnt be very difficult to add, just make a new variable in the weapon scripts "Arms = lookgun;" or something and set it up to look for it and change accordingly on mounting the weapon.
#2
07/20/2005 (10:43 am)
Solaris,

Thanks! In "Arms = lookgun;" is this a proper expression - Arms is known to the engine as the player's arms, and lookgun being the sequence name of the animation for the arms?

Glez