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horseshoe
03-13-2005, 04:06 PM
Hello.

As far as I can see, if I'm not wrong, Milkshape and other software (I mention it just for workflow's reference) acknowledge the animations of weapons and other objects as separate animations (one for the player, with a reference object - eg. a parallelepiped -, one for the weapon alone); why? That seems frustrating; it isn't better to merge the weapon directly (I smell there would be a motivation for that....)? Does messiah use the same method?

The playing system I wish to build, is a 1st person (that is, the player seen from the camera at 35°/45°, bird's eye; though, I have to experiment for the best perspective. What could you suggest?), and the player got a pistol as "incorportated" (that is, it is his main weapon, which never spawns definitely, nor it is found on the road. He just extracts it from the jacket's armpit whenever needed).
I have to make several animations: one of the player extracting the gun from the jacket's left armpit, one for pointing the gun (two hands joined), one with the shooting passing from the right hand to the left one (in the case the player isn't moving in the opposite direction, but wishes to shoot at enemies coming from the left; I think it would be neat). Can you please tell me the procedure to perform these animations with messiah?

Thank you.

(ps.; if it isn't the proper forum where to post this question, admin, please move it to an appropriate place).

JoeCosman
03-13-2005, 08:13 PM
it seems to me that this is a more generic question than you think. more of a case of timing.

the easiest way to do it is to have a gun geometry for each hand, and scale it to 0(or swap it out with a 100% alpha map). basically any method you implement that can make the guns "appear" to not be there.

since we're not dealing with motion blur continuity, its okay to have him reach into his shirt, scale the gun up to 1 in a single frame, and pull it out of his shirt. when he needs to switch hands, pick a frame where both hands overlap, scale down left gun to 0 and right gun up to 1.

it sounds dirty, but the on screen transition works really well.

the same technique applies if you need the gun to get thrown from one hand to the other, translate the gun out from left hand, when it hits the right hand, scale to 0, scale right hand gun to 1.

does this make sense? its easier to have 2 gun geometries than to code a constraint in your game engine.

-Joe Cosman

horseshoe
03-13-2005, 10:53 PM
Thank you Joe, yes, it makes sense (it might be even a "dirty trick", but I guess we have to use the brains to exploit the engines....)

Anyway, before I enter futher, now I'm thinking (surely that's another profane doubt of mine): the player model's 2020 tripled polys; the gun's 500 (you say "left gun, right gun"; so, if I understood right, it would be 1000 polys more. Although both scaled to zero, the engine would know that they are there anyway); so, we'll have a total of some 2500/3000 polys moving at once under the same shape (the player character). How for this, as for on-screen polygons' management (I'm planning to use 3dgamestudio to practice; that's not the Q3 engine....)?

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