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modelling:dependenciesamongmodels [2012-04-04 11:20]
Carsten [Human player models] It's the game code that bothers, not the engine
modelling:dependenciesamongmodels [2013-01-07 12:07] (current)
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 **World** models are the models that lie around in the world, before someone picked them up. **World** models are the models that lie around in the world, before someone picked them up.
-They are usually not animated (or do only have a single animation sequence),+They are usually not animated (or only have a single animation sequence),
 are independent from anything else, and are therefore in the same category as the "all others"​ models, are independent from anything else, and are therefore in the same category as the "all others"​ models,
 so that we need not be further concerned about them. so that we need not be further concerned about them.
  
 **Player** models are the weapons that you see in the hands of //other// players who have picked up and are using that weapon. **Player** models are the weapons that you see in the hands of //other// players who have picked up and are using that weapon.
-For the following discussion, we'll refer to the "​player"​ weapon model as the "''​_p'' ​model", +For the following discussion, we'll refer to the "​player"​ weapon model as the "''​_p''" ​model
-and to the character model of a human player as the "​body ​model".+and to the character model of a human player as the "​body" ​model.
  
-First, if you consider the skeleton of a ''​_p''​ model in a model viewer, you will find that it resembles+First, if you consider the skeleton of a ''​_p''​ model in the Model Editor, you will find that it resembles
 a partial body model (the bones from the pelvis to the shooting arm are there!), before it diverges into additional bones for the actual weapon. a partial body model (the bones from the pelvis to the shooting arm are there!), before it diverges into additional bones for the actual weapon.
  
 Here is the crucial point: In order for the engine to compute the proper position of the ''​_p''​ model Here is the crucial point: In order for the engine to compute the proper position of the ''​_p''​ model
 relative to the body model, it (partially) has to match the skeletons of both models! relative to the body model, it (partially) has to match the skeletons of both models!
-That is, it first computes the skeleton of the body model (depending on its current animation ​sequence and frame). +That is, it first computes the skeleton of the body model (depending on its current animation ​pose). 
-Then it considers the skeleton of the ''​_p''​ model, starting at it'​s ​root, and tries to match it bone-by-bone +Then it considers the skeleton of the ''​_p''​ model, starting at its root, and tries to match it bone-by-bone 
-to the previously computed body skeleton. If a match was determined, the engine simply takes the information from the body models ​bone also+to the previously computed body skeleton. If a match was found, the engine simply takes the information from the body model bone also
 for the ''​_p''​ model bone. Only when the matching breaks for the first time, the engine resumes normal bone computing for the ''​_p''​ model bone. Only when the matching breaks for the first time, the engine resumes normal bone computing
-also for the ''​_p''​ model. (This way you can for example ​have a face-hugger ​(held by //another// player!) that is wagging it's tail.) +also for the ''​_p''​ model. (This way you can for example ​see a face-hugger ​in the hands of //another// player that is wagging it's tail.) 
-Matches are made by comparing the //names// of the concerned bones, by the way.+Matches are made by comparing the //names// of the concerned bones.
  
 As a consequence,​ if you want to make additional body models for the DeathMatch MOD, and additional weapons, As a consequence,​ if you want to make additional body models for the DeathMatch MOD, and additional weapons,
 and you want to be able to combine each body model with each weapon, and you want to be able to combine each body model with each weapon,
-//then you're forced ​to make sure that they **all** have a corresponding skeletal structure and bone names!//+//then you have to make sure that they **all** have a corresponding skeletal structure and bone names!//
  
 **View** models are the models that you see in 1st persons view after you have picked up a weapon yourself. **View** models are the models that you see in 1st persons view after you have picked up a weapon yourself.
-They are also independent from anything else, but the engine ​has usually special code for handling them. +They are also independent from anything else, but the game has usually special code for handling them. 
-Thus, you can well make a //​replacement//​ weapon for e.g. the shotgun +Thus, you can well make a //​replacement//​ weapon for e.g. the shotgun, 
-(matching the animation sequences of the existing "​view"​ weapon model, +matching the animation sequences of the existing "​view"​ weapon model 
-according to similar rules as indicated for making replacement human player models), +according to similar rules as indicated for making replacement human player models. 
-but you cannot ​introduce //entirely new// weapon models ​without writing additional ​code for them.+You can also introduce //entirely new// weapon models, but be prepared that is requires to augment the game's C++ or script ​code as well.
  
  
-===== Applicability to your own MOD =====+===== Applicability to your own game =====
  
-If you create an own MOD, things may or may not be different, of course. +If you create an own game, things may or may not be different, of course. 
-However, ​please ​keep in mind that if you want to achieve a high degree of flexibility and ease of maintenance,​+However, keep in mind that if you want to achieve a high degree of flexibility and ease of maintenance,​
 you'll sooner or later probably experience the same rules and dependencies as described here. you'll sooner or later probably experience the same rules and dependencies as described here.
-They are the - relatively cheap - price for the ability to combine every human player model with every weapon model.+They are the -- relatively cheap -- price for the ability to combine every human player model with every weapon model.
  
modelling/dependenciesamongmodels.1333531212.txt.gz · Last modified: 2013-01-07 12:07 (external edit)