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The technology of animating player`s arms for holding weapons

by Evgeniy Reich · in Torque Game Engine · 12/08/2004 (3:20 am) · 1 replies

We need to make the player's use weapon:

1. To take it out, hide it, reload it (each kind of weapon).
2. To make hand positions for every kind of weapon (shooting or not).

Since several days I've been trying to comprehend the interaction "player<->weapon". As the result I found out the following:

If we make hand positions for weapon using ArmThread, then what about transition? As far as I see, there is no such thing in ArmThread. Then how can we make "taking out of weapon"? Or maybe ArmThread is used only for "look"?
It's possible to make animation using ActionThread. Transition does work, but the one animation "covers" the another one. F. e., in a "sitting" position, the animation "reload" begins to perform, but instead of "sitting", the player "stands up", "reloads" and "sits down" again.
More probably, it's necessary to use only upperBody, but the question is How? Deleting all the keys for all the bones, trying to fix ".cfg" (maybe bad try?) expect arms/hands, gives the same result.

Does anyone have any ideas?

Thanks anyway.

#1
12/08/2004 (6:46 pm)
Normally the arm thread is used for setting the arm position while looking/pointing your gun. However, the "server-side melee" resource www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5377 has some code modifications for player.cc that allow for "setArmPlayOnce" arm animations. The melee resource uses them for attack animations. However, you could probably use them for weapon drawing and reloading as well.