Jump to content
  • Advertisement
Sign in to follow this  
yodaman

Object Offsets...

This topic is 5067 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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?

Share this post


Link to post
Share on other sites
Advertisement
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.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!