pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 27 May 2017 05:42 PM |
kind of like setting the camerasubject, except the camera can move according to user input
like this goo.gl/81xaZg
how would i do this properly
|
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
| |
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
| |
|
|
| 28 May 2017 12:00 AM |
move the weapons cframe to the proper location
the way turbo fusion does it is it finds the offset from the weld to the center of the head and then moves the weld |
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 12:01 AM |
but hes a genius and im the opposite
|
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:03 AM |
how is the gun attached to the camera constant cframing or welded to a part similar to the head? |
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 12:05 AM |
is this a trick question
the gun was never attached to the camera
for that example i just used camera.camerasubject = sight
|
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:06 AM |
| if u want the gun to follow the camera then attach the gun to the camera by cframing it and using an offset or by creating a part that will follow the cameras movements and attach the gun to that part via welds / motor6ds... |
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:08 AM |
--exhibit A local offset = CFrame.new(0.5,0,-1) --running constantly... gun.CFrame = camera.CFrame * offset
--exhibit B local part = myPart --part that everythings welded to --running constantly... part.CFrame = camera.CFrame
|
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:09 AM |
| and if u wanna be even more detailed u can learn about 'springs' on the wiki for creating smoother rotational effects |
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:10 AM |
| if u wanna see a quick example of what most game developers do i can inv u to a tc and show u how its done considering were friends |
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 12:12 AM |
but if i do that it offsets the handle from the tool and that causes terrible movement i dont get it
|
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
| |
|
|
| 28 May 2017 12:13 AM |
because there needs to be a client model and a world model
u cant make it look good on both sides at the same time with just 1 model |
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:14 AM |
| thats why almost every first person shooter has low detailed weapons in third person and separate models for each |
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 12:14 AM |
oh god you gotta to be kidding
|
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 12:15 AM |
thats true i did not know that
|
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:16 AM |
if u want a few examples u can try playing games like Phantom Forces, Nerf FPS, ROLVe games... all those games have pretty visible examples
now there is 1 way to avoid making separate animations for each but that involves still using 2 of the same model but just moving them differently |
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 12:17 AM |
i have to rethink my existence
|
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:18 AM |
| and the only reason WHY however is just because of the simple fact that if ur not using inverse kinematics and such for arm animations then when u start looking too high up or too low down the arms will 'pop' off of the torso looking unrealistic |
|
|
| Report Abuse |
|
|
| |
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 12:21 AM |
i like my keyframes, ill never be smart enough for ik
this was all pretty interesting though, thanks
|
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:24 AM |
| oh inverse kinematics can be a pretty easy concept, ill just simplify it for u here theres # #### to do it and this is the simplest way: LOC (law of cosines) basically it just means the arms are the 2 legs of the triangle and the distance between the start and the goal is the 3rd leg and u just solve for the angles to make the triangle with the arms between start and goal jacobians version however is more complicated and involves more complex trigonometry which i still have yet to study too :p but apparently what it does is it solves for the smallest angle based on a radius from the joint |
|
|
| Report Abuse |
|
|
|
| 28 May 2017 12:25 AM |
oh inverse kinematics can be a pretty easy concept, ill just simplify it for u here
theres TWW.WWWW...WOOO ways to do it and this is the simplest way: LOC (law of cosines) basically it just means the arms are the TWWWWOOO legs of the triangle and the distance between the start and the goal is the 3rd leg and u just solve for the angles to make the triangle with the arms between start and goal
jacobians version however is more complicated and involves more complex trigonometry which i still have yet to study too :p but apparently what it does is it solves for the smallest angle based on a radius from the joint |
|
|
| Report Abuse |
|
|
pidgey
|
  |
| Joined: 16 Jan 2008 |
| Total Posts: 2739 |
|
|
| 28 May 2017 01:28 AM |
grade 11 applied maths with an 88% from copying friends and looking up answers and booked it and never looked at a math subject since. what does that have to say about my skills
however im interested in expanding my knowledge of programming so i might look into more advanced subjects to my standards soon
|
|
|
| Report Abuse |
|
|