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Author Topic: FP arms and animations extended to Legs? (11 messages, Page 1 of 1)
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NeX
Joined: Apr 11, 2013


Posted: Feb 9, 2016 02:07 PM    Msg. 1 of 11       
Just a passing thought I had, wondered if it was feasible since I don't know much about FP animations.

From what I've seen and picked up just messing with tags and the like, the FP arms are just a set of arms positioned in front of the camera that have various animation states depending on what is equipped (contained in the .weapon tag).

Why would it be difficult to simply add "legs" to the model, and have a few animation poses for them, such as "running" "crouching", etc?

The proper animation keyframes should already be contained within the 3p animations, so while it may be a pain to combine the meshes, it would end up being a "4 armed-FP" that just has another set of arms at the bottom of the screen.

Just throwing out ideas, feel free to let me know I'm a tard


altis94
Joined: Oct 5, 2012

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Posted: Feb 9, 2016 02:18 PM    Msg. 2 of 11       
You are not the first to think of this. There is no animation for looking up and down therefore it's not possible. This is as good as it gets: https://www.youtube.com/watch?v=130kAsO8vJc


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 9, 2016 02:21 PM    Msg. 3 of 11       


NeX
Joined: Apr 11, 2013


Posted: Feb 9, 2016 02:21 PM    Msg. 4 of 11       
Quote: --- Original message by: altis94
You are not the first to think of this. There is no animation for looking up and down therefore it's not possible.


Wouldn't they just be "static" because of that? There may not be an animation for "looking" up and down, but the FP arms are just as visible regardless.


Quote: --- Original message by: altis94This is as good as it gets: https://www.youtube.com/watch?v=130kAsO8vJc



hehe. That vid made me chuckle just as hard as the first time I saw it.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 9, 2016 02:28 PM    Msg. 5 of 11       
Well FP legs would stay static under the camera using your method. You could see them using FOV of 170 I guess. Then again, moving camera up and down would make the legs move too.
I am not good at explaining things.
Edited by altis94 on Feb 9, 2016 at 02:29 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 9, 2016 03:09 PM    Msg. 6 of 11       
If you use h2 anime I believe kirbys method works


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 9, 2016 03:50 PM    Msg. 7 of 11       
Quote: --- Original message by: Masters1337
h2 anime



SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Feb 9, 2016 04:16 PM    Msg. 8 of 11       
If you load the player inside a biped, you can see its body in first person. But then, you need a way to hide everything but the legs, make the camera not shake while moving, and keep enabled firing, melee, HUD etc...


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Feb 9, 2016 04:58 PM    Msg. 9 of 11       
I'm gonna try to do that right now


A Juicy Frank
Joined: Oct 28, 2013


Posted: Feb 9, 2016 05:09 PM    Msg. 10 of 11       
SOI is spot on. OS' unit seat extensions already allow us to have the physics of a biped when entering it like a vehicle, as well as allowing meleeing inside of a seat. The .gbxmodel should just have everything from the waist up be a transparent texture, and have a custom animation graph where the root node is a static frame located on the bip01 pelvis to prevent the screen bobbing seen when the unit's pelvis animates from moving. It's as easy as importing the animation in 3ds and re-exporting under the new node graph, but needs to be done with every animation.

Aside from that, other issues will be making the legs animate when throwing grenades, meleeing, pinging, crouching, or any animation that the player uses that doesn't involve physical movement. Yes, OS can let you take full control of the biped's actions by being its 'gunner', but then that means it needs to have grenades and a gun rather than you using your own. It having a gun is problematic in the way it aims and fires and is probably doable, but it means more work in the animation department. That, and it has geometry that may clip through your actual camera. It just comes down to how many bandaids you want to be putting on the end product. At the same time, it doesn't matter how patchy it is as long as the end product works the way you want, though.





https://youtu.be/aRFooOF8zNk

Edited by A Juicy Frank on Feb 9, 2016 at 05:29 PM
Edited by A Juicy Frank on Feb 9, 2016 at 05:42 PM


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Feb 9, 2016 05:43 PM    Msg. 11 of 11       
spv3 anime

 

 
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