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InsideQC Forums • View topic - Player shoot and run animations

Player shoot and run animations

Discuss programming in the QuakeC language.

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Player shoot and run animations

Postby Max_Salivan » Mon Mar 30, 2015 8:57 am

Hello everyone.
I have a dpm model and i want to control bones without csqc,is there a way to do it?
I tried split model on legs and tors parts and use MOVETYPE_FOLLOW,but its looks bad.

:lol:
http://www.youtube.com/watch?v=q1ldKNgr ... e=youtu.be
Sorry for my english :)
Max_Salivan
 
Posts: 96
Joined: Thu Dec 15, 2011 1:00 pm

Re: Player shoot and run animations

Postby jjsullivan5196 » Mon Jun 08, 2015 5:38 am

jjsullivan5196
 
Posts: 21
Joined: Sun Apr 21, 2013 10:50 pm

Re: Player shoot and run animations

Postby Max_Salivan » Mon Jun 08, 2015 6:15 am

Thanks for reply.
At this moment i am using dpm(converted half life model in to dpm).
I could not find info about tags(how to do it or something else).

i didnt know what 3 argument of setattachment can be bone name. Maybe i can get better player model with setattachment function.
Sorry for my english :)
Max_Salivan
 
Posts: 96
Joined: Thu Dec 15, 2011 1:00 pm

Re: Player shoot and run animations

Postby jjsullivan5196 » Mon Jun 08, 2015 6:24 am

jjsullivan5196
 
Posts: 21
Joined: Sun Apr 21, 2013 10:50 pm

Re: Player shoot and run animations

Postby Max_Salivan » Mon Jun 08, 2015 6:34 am

Ok,bigthanks, i'll try it.
Is there a way to see dpm bones?(program or something else). DPMViewer cant do it(
Sorry for my english :)
Max_Salivan
 
Posts: 96
Joined: Thu Dec 15, 2011 1:00 pm

Re: Player shoot and run animations

Postby jjsullivan5196 » Mon Jun 08, 2015 6:50 am

jjsullivan5196
 
Posts: 21
Joined: Sun Apr 21, 2013 10:50 pm

Re: Player shoot and run animations

Postby Max_Salivan » Mon Jun 08, 2015 7:28 am

Sorry for my english :)
Max_Salivan
 
Posts: 96
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Re: Player shoot and run animations

Postby jjsullivan5196 » Wed Jun 10, 2015 7:56 am

jjsullivan5196
 
Posts: 21
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Re: Player shoot and run animations

Postby Spike » Wed Jun 10, 2015 9:26 am

both engines do the attachment clientside. afaik neither emulates it even when the network protocol doesn't support it.
as jjsullivan5196 says, attachments change angles too based upon the attached bone's origin. this is somewhat vital for things like guns following the player's hand, but it does mean that you need to pay explicit attention to the orientation of the bones. The easiest way is to insert an explicit attachment bone (aka: tag) to your legs model at the same position as the current waist bone, but with an explicit+constant upright angle (with the legs geometry following the existing bone).
Alternatively you can attach your torso to the null bone (ie: "" instead of "Bip01"), however this will prevent your torso from moving up and down as the legs crouch and bob while walking.

death animations (where the torso tilts over by 90 degrees) are an awkward special case. presumably this is already an added complication.
.
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