Weapon EyeOffset Mesh Problem
by Boğaz Harbi · in Torque 3D Professional · 12/18/2009 (10:02 am) · 2 replies
Hi,
ı have some troubles with weapon animations like you can see the video below.
When the fire sequence and the other sequnces playing, weapon or hands crashes to the camera
and there is something like visible meshe areas you see. What is the reason and how can I fix it ?
I'm working with T3D 1.1 Alpha.
ı have some troubles with weapon animations like you can see the video below.
When the fire sequence and the other sequnces playing, weapon or hands crashes to the camera
and there is something like visible meshe areas you see. What is the reason and how can I fix it ?
I'm working with T3D 1.1 Alpha.
About the author
We are working on FPS game project called Boğaz Harbi : Epic of Gallipoli War at Kodgraf Game Studio in Ankara, Turkey. http://www.bogazharbi.com/en http://www.bogazharbigame.com http://twitter.com/bogazharbigame http://facebook.com/bogazharbigame
Associate Steve Acaster
[YorkshireRifles.com]
Try one or all of these suggestions:
Move your eyeoffset forwards more
Change the FOV, the closer it is to 90 degrees the more fisheye there is. I think default T3D is 75, but many FPS use 65 to make the screen/view "flatter".
Re-do your animations to help keep them away from the camera/eyenode.
Move your camera/eyenode a bit, either as part of the default model or as part of the animation and animate it back into place at the end of the animation to avoid clipping.