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yodaman

Object Offsets...

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yodaman    188
I was wondering how charactors in a game "hold" weapons, and simular issues, like vehicles and wheels. First off, Are offsets normally defined by a designer or via the coder? Also, say you have a skeletal animated model, should the weapon be transformed as if it was another bone?

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Infinisearch    2971
Think of a matrix as a 'space', if you want a character to hold a weapon, you 'attach' the weapon to the hand matrix of your character. Depending on how your weapon model was oriented in model space just make a matrix so that when you push it onto the matrix stack after the hand matrix its position and orientation is such that it looks proper. When the hand moves so does the weapon model, its just about getting it looking proper initially.

edit - in UT2003 it is done in unrealscript, which is basically handled by a designer that can code. The bones in the models are named, if you want details just google UDN, they have a page on it, but essentially it is done in unrealed or ingame by bringing up a property dialog using some console command.

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