Game Development Community

Weapons.. First person and Third.. eep

by Mike Walsh · in Artist Corner · 05/23/2007 (9:33 pm) · 4 replies

Ok, so i got how to export files and such.. but I have some questions about Weapons

Since I can't seem to find the crossbow in a Blender format, I have NO clue what exactly is going on..

What would I need to set up my weapon model in first person? Do i animate the hands right onto the model? or do i do them seperate and have them mounted ( My guess is they are the same model, for first person of course)

for third person, Do i need to specify where the gun will mount to his hand.. how and where?

Did I miss a tutorial on this?

What i want to do is just replace my gun with the crossbow completely in an empty fps starter.. Just to figure everything out (I'm not the coder, my partner is anyway :P)

Any Help would be Appreciated...


Thanks!
-Mike

#1
05/31/2007 (5:12 pm)
I am no expert with Torque but it seems out of the box there is no such concept as a view model.

The character model just has a mount point on the hands (I am making assumptions here) that the weapon mounts to, in First Person, the camera is placed in an appropriate position, if you look down you should be able to see your feet.

Most FPS games seperate the two into a view model (weapon with hands) and player model, with the same thing as above, a mount point on the hands for the weapon.

As a matter of preference I think I will end up implemented view models because I see it as a big overhead to render the player character when most parts are not seen in FPS cam mode!
#2
05/31/2007 (6:27 pm)
Mike third and first person use the same mount point, that's the easy part. Once you are in First person the same weapon model is used but, it more or less floats in front of you and then to animate the player model to the floating weapon becomes difficult.
If you want the hands animated and without the floating weapon. I suggest looking into this resource First/Third Person Different Weapon Models.

I'm sure someone else can explain it better and offer other solutions but this has worked great for me.
#3
06/01/2007 (1:16 pm)
Well odds are i'll be removing first person alltogether, but how exactly do i set where his hand would go viewing it in third person? do i create an empty called Mountpoint.. is there a way it should be set in the tree?

if there's a resource about making empties and the DTS tree in blender it'd be much appreciated
thank you

-mike