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09. September 2010 23:35:08 *
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Author Topic: May, 10th - Animations of our playermodels  (Read 503 times)
Ray
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« on: 10. May 2008 13:43:25 »

Today I want to tell you something about how our player models learn to carry our weapon correctly.

Having used the not very well animatable principle of Forward-Kinematic, I now use the technique of Inverse Kinematic to animate our playermodels. For example this allows me to animate the hand bone and set it to a specific place, and inverse kinematic automatically places forearm and upper arm to good places to fit the movement. Small adjustments to the location of the elbow completes the animation like I want it to have.

With this, our animations for our playermodels can be done much faster and easier than before.

In order that our playermodel all use the same animations, we use an external model-file, which our playermodels import. If we update the model-files with the animations, all our playermodel are using the up-to-date animations and don't need to be recompiled first.

In order that the correct animations are being played for each weapon, amogan has to create corresponding entries in the sourcecode.

Currently, in the last days we added (rudimentary) animations for our zat gun and the staff weapon. Animations for P90, MP5, pistol and knife will follow these days. I might make a video about "Inverse Kinematic" that visualizes what has been mentioned above.

With this in mind: Enjoy the sun outside! It's like 30°C over here. Smiley
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