Game Development Community

First person hands

by Matt Huston · in Artist Corner · 04/13/2006 (6:37 am) · 5 replies

I am wondering if anyone has any information on the setup for creating first person hands. I don't have a problem modelling them, they're already done, my only concern is more about the rigging and placement apart from one another.

#1
04/13/2006 (8:52 am)
By default, the TGE utilizes ONE shape for the 1st Person View and the 3rd Person View[viewing other players in Multiplayer and NPCs/AI/etc...and what's in their hands/mount0]. The weapons have to be mounted as a ShapeBaseImageData, and you can specify a particular .dts shape other than the Item you pickup on the ground. This however; will not give you 'atypical' FPS 1st Person weapon perspective. The engine doesn't work like Source or Unreal where there is a shape for the client view separate from the 3rd Person...

There is one very long Thread dealing with this topic. A most FAQ on this site. If you are a 'new' TGE artist, you'll soon find it's much easier[and faster] to produce content, than it is to get it actually functioning inside the missions, without a coder constantly updating the C++ or at least heavy scripting. Take a look at how many Content Packs are available and how few Engine Functionality Enhancements for sale there are...;), to get beyond the default SDK.

As a word of 'advice', I wouldn't produce very many art assets without getting scripting down and starting from there...my few cents. I had a coder/Project Lead wanting art assets to 'fix' the lack of 'enhanced' functionality in the SDK...snicker, snicker[art driving code!]. I found it quite amusing that the 'coder' was asking an 'artist' how the NLA system worked...! Blends?? armThreads?? actionThreads?? what are those, and can't those solve all our problems??? LOL.

Good luck with the FPS separate view[sounds like your description above], I've done it with new armThreads for the weapons in question and gotten a pretty good FPS 'field of view'. This is what I came up wit quickly to get the atypical FPS FOV.....
#2
04/13/2006 (9:16 am)
Art drives my code...

Infact, are not games art..... that has code? lol

;)

(dont listen to me hes right)
#3
04/13/2006 (7:52 pm)
I wasn't asking about the code aspect of it. For your information there is already a resource for first person/third person seperate DTS models. I was just interested in a set of hands relative to how the camera would be placed in it, making sure the hands look how they should from the camera view, that is all.

Also for your information, I've been using the engine for over a year and also own TSE, I also freelance occasionally for different companies so it's not like I'm a newb which seems to be what your post is aimed at :)
#4
04/14/2006 (7:55 am)
I would then have to say... look into the Camera object...of your codeBase or scripting.

Myself, I took the default FOV and created a geometric object to reflect the data, parented it to the EYE Node and it came out as a crude 3d 'viewport' in my modelling program...I guess that was more the answer you were looking for? Fit yer stuf into that[safeViewing area] and should be 'good to go'...before fine tuning.

I'm always interested in these First Person Perspective questons and the solutions...;). I find those animations far more difficult to make realistic than 'full body' ones.

...Takes me back to the HL Mod days...to get those v_models lined up, you have to use something similar, or it's a lot of back/forth to the engine. I always like to build 'jigs'/tools to help with these repetious processes.
#5
04/14/2006 (10:59 am)
Thanks, yea, I am just setting up the model, I'm not an animator so contracting that out but want it right for the animator to do without having to have him redo it, bleh.