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
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
#2
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
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
Torque Owner Solaris
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.