So well slowJusko In order to get my Own weapon hold types to work I just export 1 frame animations with every pose? Left,Right crouch etc? And what if i wanted to use the aim offset system?
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True First Person Demo 2012-04-18
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@alvarofer0021 :
You could use a AnimNodeAimOffset if you had some standard aim offsets and use the AnimNodeSequenceBlendByAim for all the rest.
From memory, Gears of War does this.
Otherwise, yes, 1 frame animations for the AnimNodeSequenceBlendByAim in each pose - CU, CC, CD, LU, LC, LD, RU, RC, RD.
Once created, you turn them into additive animations in the AnimSet editor (see Creating an Additive Animation).
As long as the name of the animations follow the proper naming conventions (Ready, ADD_Ready_CC etc) it will work with out modifying the animation tree further.
You will need idle animations and such too, unless you want the poses blended with the default idle animation
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Sorry for asking here again but i got one last question about the additive Animations
If lets say i create a animset holding all my weapons stances
Then ok i create a weapon that uses those animsets
But if i create a weapon that lets say Uses a diferent hand pose But the rest its the same as the animations
I need to create the whole set of animations for this weapon too?
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Yes/no.
It would depend on how different the animation was.
If it was a simple shift of the left hand on the front of the weapon, then no.
If it was a completely different style of aiming the weapon, then yes.
You could, for instance, share all the animations between an M4 Carbine and a FAMAS, with the FAMAS reload animation in a new animation set.
Make sense?
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Hi slowJusko,
I was wondering how to implement a basic weapon using your true first person demo (Which is fantastic by the way);Should I derive from your shock rifle classes or the base UT shock rifle classes. The test I did made a gun (derived from the tfp files) that only pointed downwards, couldn't fire, and didn't do anything at all. It was derived from the tfp shock rifle class (With edits only to the class names and the skeletal mesh, which is a 3P mesh by the way), so is that the issue or something else?
Thanks for the demo and any help!
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Originally posted by Magitek View PostHi slowJusko,
I was wondering how to implement a basic weapon using your true first person demo (Which is fantastic by the way);Should I derive from your shock rifle classes or the base UT shock rifle classes. The test I did made a gun (derived from the tfp files) that only pointed downwards, couldn't fire, and didn't do anything at all. It was derived from the tfp shock rifle class (With edits only to the class names and the skeletal mesh, which is a 3P mesh by the way), so is that the issue or something else?
Thanks for the demo and any help!
make sure that your weapon had a fire projectile and damage type applied on its defaultproperties
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Originally posted by GentlemenGraphics View PostI changed the default pawn to my own but now the camera is not behind my character or following it is just sitting still in the middle of nowhere how would I change this?
THANKS : )
Probably just easier to modify tfpPawn directly or at least base your pawn off it.
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Originally posted by slowJusko View PostYou will need to update your pawn to support the viewpoint via GetViewLocation(), CalcCamera() etc.
Probably just easier to modify tfpPawn directly or at least base your pawn off it.
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Originally posted by aZzy View PostMake sure you assign some damage to the sword. Then tell it what happens when it hits an enemy. ( take away damage )
What do I need to add or change in the code, the uc file?
Thanks aZzy and/or anyone else who helps.
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