Ca3DE Bones Structure
Posted: 2004-12-15, 19:15
While trying to get new weapons into the game, I noticed that I dont understand the system how Ca3DE uses what completely.
First I want to start with an ingame screenshot. You can see tht the weapon isn't being hold correctly. There are 2 reasons why it is like that: 1. Player model is very, very low poly and second, no bones for the player model part. (Ca3DE uses HL system, a weapon for players, a first person view model and one thats lying on he ground)
Ok, now theres a problem and I cant do anything against it... Look at the bones for the player model...
So theres no possibility for changing the way the weapon is being grabbed. next big problem: No good animations possible.... And if there were real bones for hands, you would have to do every animation 2 times because the player model uses another bone structure than the first person model.
OK, now to the first person view model... This one looks ok, only thing that could be easier is are the names of the bones of the weapons. It seems to me like their functions are hard-coded... Maybe global same names like "tag_weapon","tag_flash" and "tag_magazine" would make it easier. (but thats not really important, just a question of making everything easier).
And here the names of the weapon bones
Another rather funny thing is the bones structure of player models, have a look at the hands! I cant understand the functions of this bone structure while shooting etc... If it is just for animations like hand signs etc then its quite *****
And what does this tell us?
Ca3DE uses outdated bone structures for the player models (weapons) and the player models (the figures).
My personal suggestions/comment:
1. Implent a new bone structure for player models, like
(Problem: I think all player anims would have to be redone )
2. Get rid of this ancient model system. Its complicated and not quite useful. You dont really save much fps with it, its not worth the effort. 3 different views with 3 different types of collections of aniamtions...
Personally, I worked with the system that Quake 3 uses... 1 model thats lying on the ground and is displayed at the player and another model, the first person view model. Both models have got the same core bones and the first person view aniamtions are automatically seen in 3rd person view too. Thats much less work and makes everything as simple as possible.
Modern player model...
3. Ca3DE needs new player models so the new bone system makes sense... New hands are on the way (thx Kai)
But... That's just my personal opinion. I believe that there will be a lot of people who dont like my suggestions.... Maybe I just didnt understand the Ca3DE bones system and this thread it worthless... Let's talk about it!
First I want to start with an ingame screenshot. You can see tht the weapon isn't being hold correctly. There are 2 reasons why it is like that: 1. Player model is very, very low poly and second, no bones for the player model part. (Ca3DE uses HL system, a weapon for players, a first person view model and one thats lying on he ground)
Ok, now theres a problem and I cant do anything against it... Look at the bones for the player model...
So theres no possibility for changing the way the weapon is being grabbed. next big problem: No good animations possible.... And if there were real bones for hands, you would have to do every animation 2 times because the player model uses another bone structure than the first person model.
OK, now to the first person view model... This one looks ok, only thing that could be easier is are the names of the bones of the weapons. It seems to me like their functions are hard-coded... Maybe global same names like "tag_weapon","tag_flash" and "tag_magazine" would make it easier. (but thats not really important, just a question of making everything easier).
And here the names of the weapon bones
Another rather funny thing is the bones structure of player models, have a look at the hands! I cant understand the functions of this bone structure while shooting etc... If it is just for animations like hand signs etc then its quite *****
And what does this tell us?
Ca3DE uses outdated bone structures for the player models (weapons) and the player models (the figures).
My personal suggestions/comment:
1. Implent a new bone structure for player models, like
(Problem: I think all player anims would have to be redone )
2. Get rid of this ancient model system. Its complicated and not quite useful. You dont really save much fps with it, its not worth the effort. 3 different views with 3 different types of collections of aniamtions...
Personally, I worked with the system that Quake 3 uses... 1 model thats lying on the ground and is displayed at the player and another model, the first person view model. Both models have got the same core bones and the first person view aniamtions are automatically seen in 3rd person view too. Thats much less work and makes everything as simple as possible.
Modern player model...
3. Ca3DE needs new player models so the new bone system makes sense... New hands are on the way (thx Kai)
But... That's just my personal opinion. I believe that there will be a lot of people who dont like my suggestions.... Maybe I just didnt understand the Ca3DE bones system and this thread it worthless... Let's talk about it!