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Reload Annimations with MilkShape 3D

by Ian Wyman · in Artist Corner · 01/04/2008 (11:31 am) · 2 replies

Does anyone know of a tutorial for reload animations with MilkShape 3D? I have found nothing so far, so if anyone has any thoughts on this subject I would appreciate it. :)

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#1
01/07/2008 (8:24 am)
"Reload" for the playerAvatar, or the shapeBaseImage[weapon mounted to hand]?? I think one is handled by the client and the other, server...very tricky to get the weapon and player acting together.....and no, there isn't much on tutorials for 'reloading' in modeling programs[client OR server action].

For the 'weapon': give your animation the name 'reload'[or change your weapon script's State Machine to reflect the sequence to run], make sure your script has a 'Reload' state[and animation calling], 'should' work by default, if scripting is setup up correctly...more of the artist here; the art is easy, getting TGE to do it all together will take some work....

To get the playerAvatar to react while this shapeBaseImage[defaultCode] is animating and how sequence 'should' be setup!!!....survey says=????[generous Community-minded scriptor insert nice little scriptiePoo here now, please....;)
#2
01/07/2008 (10:38 am)
Since the arms are under the influence of 'armthread' I agree that it would be difficult to do reload animations that can be seen by all clients. the only way I can see this happening is if you were to include the arms in the weapon model. the combined arm and weapon model could possibly have a 'mount' node centered between the arms with the matching 'mountpoint' node located in the center of the chestplate of the player model. creating the armthread animations for the player would now be a matter of rotating this new 'mountpoint' node, rather than the actual arms.