Hands + Guns = wierd
by Jonas · in Torque 3D Beginner · 05/25/2010 (4:22 am) · 3 replies
Hi guys.
I have a slight problem in the game i am creating and its related to the use of arms and hands with the combination of a gun health pack or whatever.
First of a little background. Its basically a ordinary fps game nothing fancy you can switch between guns and put on gadgets etc.
And here is where the problem appears if i build the human model separate to the gun i will have the ever moving hands and making exact animations between the gun and the character is hard especially when you have the free camera view the game have.
So basically my question is: if i model the character and the gun in one and the same model what problem will i bump into concerning ItemData and is the risk higher then the reward?
Thanks in advance for any and all answers to this!
Best regards Jonas
I have a slight problem in the game i am creating and its related to the use of arms and hands with the combination of a gun health pack or whatever.
First of a little background. Its basically a ordinary fps game nothing fancy you can switch between guns and put on gadgets etc.
And here is where the problem appears if i build the human model separate to the gun i will have the ever moving hands and making exact animations between the gun and the character is hard especially when you have the free camera view the game have.
So basically my question is: if i model the character and the gun in one and the same model what problem will i bump into concerning ItemData and is the risk higher then the reward?
Thanks in advance for any and all answers to this!
Best regards Jonas
About the author
Freelance 3D artist at day scripter/coder on Enduring Life at night. Lover of all things TorqueScript.
Torque Owner J.P. Berry
To answer your question - instead of animating your weapon to animate with your character, just mount the weapon to the player's hand, then remove the eyeOffset call from your weapon.cs datablock. That will remove the floating weapon that you see.
The quickest way to see what this would look like would be to just comment out the eyeOffset call in the swarmgun.cs (I think that's what it is, don't have T3d) and load up the demo mission.
You may also be interested in this resource:
http://www.torquepowered.com/community/resources/view/19509
Specifically the more realistic first person resource.
Lastly, the original resource is a good read :
http://www.torquepowered.com/community/resources/view/8397/