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#1 |
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Just a Question
Modding for UT (orignal)
My Character Models attack is that they can claw you with there arms now I see two possible ways of proceeding 1a. Arms with Model IF I were to have them attach to the model Id have to make extra animations whether or not he's attacking or not walk attack walk run attack run crouch attack crouch so forth..... 1b. Arms as Weapons -note were talking about the 3rd person weapon now is it possible to have the arms as weapons? would I be able to attach them so the animation still looks fluent to its parent mesh (the character model) Can weapons not have to be Static. how would I go about rigging them? would I attach them to my Character Rigged with bones animate it with it them just delete the character body so the arms fir the body and I can export the animated frames? |
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#2 |
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Registered User
Join Date: Nov. 14th, 2002
Posts: 524
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a third approach is to use the animation blending capabilities of the Unreal engine. note that the UT200x pawns do not have separate "run and fire" anims, "crouch and fire" anims, etc. instead a base animation (such as RunF) is blended in code with an anim on a higher channel (e.g., Rifle_Burst), mainly according to parameters spec'd in the function AnimBlendParams().
search UDN and the Wiki for AnimBlendParams, and also look at how it is used in xPawn (UDE is a good tool for checking the class scripts). this is a good starting point for learning how the stock characters function in this regard. |
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#3 |
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oh! interesting... I would also like to implement the arms blow offable, either or if enough damage is done to them, so would they have to be separate objects to do that? or would AnimBlendParams be able to cover that?
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#4 |
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I open the Actor class and Im not finding it... but Ive seen things that give me to believe that it does exist because in Rune there heads will face near by eneimes and there arms blow off and they run of the old engine.... but im not finding this function
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#5 |
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ScrollMaster. What you are looking for is the SetBoneScale function rather than AnimBlendParams.
I'm not fully sure that the skeletal animation blending was implemented in UT99. 2kx it is for sure, but in 99... The locational damage is basically up to you, though for UT99 it would be best to do with an offset from the model's centerpoint, just as is done with headshots, But as for the blow off effect it would need to be in the TakeDamage function. As in If (Damage>=Threshold) { SetBoneScale(bonename, 0.0); Spawn(Class bonenamegib, vectoroffset); } Assuming I have remembered all my unreal script properly. |
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#6 |
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Registered User
Join Date: Nov. 14th, 2002
Posts: 524
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apologies, ScrollMaster -- i missed the reference to UT99 in your original post. Vailias is likely correct about anim blending being a later development.
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#7 |
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then Im going to have to go back to plan 2 I guess
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#8 |
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ahaha I always throw in Modding for UT (orginal) at top, and everyone always misses that lol
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