Crosshair, Animation Question
by Stephen · in Torque Game Engine · 10/10/2005 (12:42 pm) · 8 replies
Download this short video,
Video, 754k
Is there a way to keep the arms with the crosshair? LIke when you look up or down the arms stay with the crosshair. I have changed the lookde animation where the upper body moves forward and backwards. Also I have commented out the offset in the Rifle.cs so that the rife is attached to the arms.
-Stephen
Video, 754k
Is there a way to keep the arms with the crosshair? LIke when you look up or down the arms stay with the crosshair. I have changed the lookde animation where the upper body moves forward and backwards. Also I have commented out the offset in the Rifle.cs so that the rife is attached to the arms.
-Stephen
#2
10/10/2005 (2:48 pm)
Well, if I uncomment the offset then how can I make the arms stay with the weapon?
#3
Incidentally, screenshots might be a better way to get people to help, videos are a bit of a pain for people who are trying to read a lot of forum posts.
10/10/2005 (5:14 pm)
You have to make sure the arms are pointing towards the aim point.Incidentally, screenshots might be a better way to get people to help, videos are a bit of a pain for people who are trying to read a lot of forum posts.
#4
I figured using a video would show my question better then screenshots and its only 754k, so its not to big. But if you would like I'm try using screenshots instead.
10/10/2005 (5:18 pm)
Could you explain a bit more, I'm not sure what you mean.I figured using a video would show my question better then screenshots and its only 754k, so its not to big. But if you would like I'm try using screenshots instead.
#5
First Set (Big Game Hunter)
First Person
img430.imageshack.us/img430/1352/bgh1stcenter8bx.jpg
img421.imageshack.us/img421/3220/bgh1stdown9kg.jpg
img421.imageshack.us/img421/341/bgh3rdup9gk.jpg
Third Person
img421.imageshack.us/img421/9418/bgh3rdcenter8mw.jpg
img421.imageshack.us/img421/7285/bgh3rddown0lb.jpg
img421.imageshack.us/img421/6228/bgh3rdup2pt.jpg
Second Set (TGE and Adam)
First Person
img430.imageshack.us/img430/3415/tge1stcenter5hl.jpg
img430.imageshack.us/img430/9192/tge1stdown2gu.jpg
img430.imageshack.us/img430/7180/tge1stup3si.jpg
Third Person
img430.imageshack.us/img430/4571/tge3rdcenter0dp.jpg
img430.imageshack.us/img430/9168/tge3rddown0rf.jpg
img430.imageshack.us/img430/376/tge3rdup9qg.jpg
I'm trying to get the weapon and arms to stay with the crosshair like Big Game Hunter or any other FPS like Half-Life 2 (Counter-Strike).
Hope this helps you to understand what I'm trying to do.
10/10/2005 (8:18 pm)
It's kind of hard to explain what I would like to do with my project. So I have got screenshots of what I would like to have. The first set of screenshots are from Big Game Hunter 2006 and the second set of screenshots are with TGE and Adam.First Set (Big Game Hunter)
First Person
img430.imageshack.us/img430/1352/bgh1stcenter8bx.jpg
img421.imageshack.us/img421/3220/bgh1stdown9kg.jpg
img421.imageshack.us/img421/341/bgh3rdup9gk.jpg
Third Person
img421.imageshack.us/img421/9418/bgh3rdcenter8mw.jpg
img421.imageshack.us/img421/7285/bgh3rddown0lb.jpg
img421.imageshack.us/img421/6228/bgh3rdup2pt.jpg
Second Set (TGE and Adam)
First Person
img430.imageshack.us/img430/3415/tge1stcenter5hl.jpg
img430.imageshack.us/img430/9192/tge1stdown2gu.jpg
img430.imageshack.us/img430/7180/tge1stup3si.jpg
Third Person
img430.imageshack.us/img430/4571/tge3rdcenter0dp.jpg
img430.imageshack.us/img430/9168/tge3rddown0rf.jpg
img430.imageshack.us/img430/376/tge3rdup9qg.jpg
I'm trying to get the weapon and arms to stay with the crosshair like Big Game Hunter or any other FPS like Half-Life 2 (Counter-Strike).
Hope this helps you to understand what I'm trying to do.
#6
10/11/2005 (1:46 pm)
Does anyone know how to fix this or ever know what I'm talking about?
#7
We haven't worked this out yet but you probably will have to adjust the model geomtry away from the camera position as there doesn't seem to be any way of moving the camera.
10/11/2005 (3:02 pm)
That's a result from installing the 'More Realistic First Person' resource where the weapon bobs along with the player and the player model is rendered in first-person. We have this same effect in our project but the camera is positioned in such a way that it clips the geometry of the weapon model. Jacob Dankovchik says "You may notice there are some minor flaws here and there with the Orc model, such as your camera peeking through it. Also you'll notice that as you stand in one spot, your crossbow no longer shoots to the middle of your view anymore, its a bit off to the side. Things like this would have to be fixed in your player's animation settings because thats where its all dependant on now."We haven't worked this out yet but you probably will have to adjust the model geomtry away from the camera position as there doesn't seem to be any way of moving the camera.
#8
My problem at the moment is kind of the opposite now. All my weapons have sights or scopes that you can use. I'm using the individual scope HUDs resource and already had it working before all these changes. I think what I'm going to have to do is make it so that correctMuzzleVector becomes an engine side variable then I'll be able to jump back and forth from using the crosshair and the scopes.
11/20/2005 (12:00 am)
I used the Super Crosshair resource and it solved the problem rather well for me. It uses a raycast from the muzzle to determine where to put the crosshair. There's also another resource that's a variation on the Super Crosshair and incorporates the ShapeName into the Crosshair. Some of the comments you'll notice people saying that the FPS goes in the toilet, for me it was like that in the debug build, but it runs fine in release. My problem at the moment is kind of the opposite now. All my weapons have sights or scopes that you can use. I'm using the individual scope HUDs resource and already had it working before all these changes. I think what I'm going to have to do is make it so that correctMuzzleVector becomes an engine side variable then I'll be able to jump back and forth from using the crosshair and the scopes.
Torque Owner Sam M