Game Development Community

Blending animations for aiming

by Daniel Buckmaster · in Torque Game Engine · 02/25/2008 (1:08 pm) · 0 replies

Quick post. Sorry.
My idea is to use animations for aiming. So, for example, if you add Jacob Dankovchik's first-person resource, your weapon points where the animation is. Looking up and down animates the weapon being raised and lowered. Now my question is - how would you add sideways movement to that? So when you look up and down, the up/down animation plays according to how far you moved the mouse - and when you look sideways, the side animation plays in the same way, and they're blended together.
This has uses in two situations I've thought of. The first is passengers in vehicles - when they're sitting, they would have to twist their upper body only to aim at things (rather than rotating their whole selves like formal for a Player) - so you could simply make a torso twist blended animation.
The second is a cover system, where the player has hi back to the wall permamently, so can't really rotate to aim - the torso/shoulders/head must twist to aim the weapon differently (or only the arms).
I've tried to implement this simply, but it ended with horrible results. I tried to use the existing freelook/lookside features - if you're in freelook, this feature should be there. However, I get spasmic movements, and basically it's not pretty.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!