I was wondering how you synchronise the movement of the weapon in the player's hand to the model's movement. Having the weapons stored as a mesh in the player's model is a little constrictive.
Is there anyway to define a mount point on the player and the weapon model separately and then link them when the player changes the weapon?
Just attach it via bone. Make a bone for the weapon and make the parent the bone on the hand.
Alright, I'm going to use the weapon meshes in the player model for the moment.
Ive aligned the weapon so that it is rotated and aligned with the hand.
I've set up a bone for the whole of my test weapon (a sword) and then moved it to be in the hilt of the weapon, so any rotation occurs from there, instead of the middle of the blade.
Now i think this might be an error in the engine, because the sword seems to rotate with the hand bone which its attached to, but it doesn't move.
any ideas?
mafoo Wrote:Alright, I'm going to use the weapon meshes in the player model for the moment.
Ive aligned the weapon so that it is rotated and aligned with the hand.
I've set up a bone for the whole of my test weapon (a sword) and then moved it to be in the hilt of the weapon, so any rotation occurs from there, instead of the middle of the blade.
Now i think this might be an error in the engine, because the sword seems to rotate with the hand bone which its attached to, but it doesn't move.
any ideas?
Is the bone attached to a bone in the hand?
[>] Brian
yes
Im using the standard player model and I've attached it to the right hand bone
Edit: I was being stupid and forgot that the animator program mirrors the model in the viewing window so what appears as the right hand in the game was actually the left hand (and labelled as such on the bone) in the animator. :shy:
Yeah you need to fix that mirroring problem, it a big nuisance!