Posted: 27th Jun 2007 6:55
Well, it's been a while. Anyways... I have a few questions...

1) I have created a full main character for a FPS, and wish to use it, though when trying to set the camera to it, it kind sits oddly enough to still show parts of the head. I know I could simply get rid of the head and other body parts, but I do wish to make this multiplayer eventually, which I will need the whole character to be visible on both cameras I believe... though I do plan to make it online playable... will this affect it? Which this all kind of ties into the next question.

2) I have the created the character in a few ways... one with it as 1 solid object, the other in parts... ie: arms, legs. The purpose... when it comes to dying. I hope to have the camera zoom into 3rd person, and show your character exlode (if hit with explosives) or have the head blow off... ect. Would it be better to use the one solid character for the whole game, and when the death sequence occurs, remove, and sub in the parts, then send them off in different directions?

3) I guess I may as well ask if this now too... since i will be using these sort of death sequences for enemies as well, so that if you shoot the hand, it will blow off, leaving a gory stub... Should I use just parts for enemies to acheive this, or sub in aswell?

Many thanx...
Posted: 27th Jun 2007 21:24
Using your method would mean having to create an animated model for every combination of wounds. Say, if the character is hit with an explosive then you could use one animation of everything flying off at once. But otherwise, it would be much better to create each body part separately and then add them all on to the character as limbs. Alternatively you could create limb data in your character model (i'm not sure how to do that) and then if a body part gets hit then you would hide it.

But most of that is way too complicated as you'd have to move each body part individually etc. Much better to have an idle animation, a movement animation and possibly a headshot animation.
Posted: 28th Jun 2007 1:55
I do realize the work that would be involved in such animations. Though, it would be worth it to take the little extra time to create such things. I have made each part of the body, and loaded into DBP as individual .x files, though this will be taking up a lot of space in this method. though, i can create an animation sequence with the characters in gamespace which can include frames for the wounds, and export the whole thing as 1 object, which seems like the best route, despite the fact that I may encounter problems later on, but nothing major.

As for the problem with the main character... would anyone have any suggestions, because i think i may have slightly fixed the problem, but when looking up and down, the character appears, and the camera seems to be located just far enough to the left of him to show the left shoulder instead of the middle of the body, and when put in the middle, parts of the head start to appear on the screen?

Thanks again