#How do I properly add hands into the game?
1 messages · Page 1 of 1 (latest)
give the hands one or more emptys (in blender; different animation programs will call it differently) that you animate to the expected orientation for that grip (so like handle_r and handle_l might be good names for the position and orientation of the right-hand's-handle and left-hand's-handle -- off to the side for a knife, both hands in front of you for a pistol in weaver stance, one on the handle and one supporting the barrel for a rifle, etc)
then you can use a BoneJoint3 to attach the specific cutlass/machete/pistol/machinegun/firehose to the special empty for the handle
Inherits: Node3D< Node< Object А node that dynamically copies or overrides the 3D transform of a bone in its parent Skeleton3D. Description: This node selects a bone in a Skeleton3D and attaches to...
but ok, your "should" question: nobody knows, it's down to your own art style, flow, where you want to compose things, how many mirrors or security cameras the player will encounter (none? No body at all! Lots? Probably easiest to maintain verisimilitude with the hands actually part of the body...), etc etc
What about picking them up?
I want to make it so that weapons spawn randomly on the map and can be picked up.
And sorry for my English — I’m translating everything and I’m not even sure if I phrased the question correctly :_)
two parts: "determining that it's time to pick up" and "putting it in the right place"
I think I answered "putting it in the right place" above (the stuff with the attachment & handles)
There’s an interesting feature in Roblox Studio:
you can make a separate hand model that only the player sees, and a full character model that others see.
Is something like this possible in Godot?
as for "determining that it's time" -- look into Area3D and collisions
you have complete control over the entire environment, right? (take a look at Camera Layers for having and drawing different stuff in the same exact running engine)
(but since you also control local nodes/remote nodes across multiplayer ,you would literally load different meshes for the player themselves/their opponents, IMO)
Thanks.
Is there documentation for Camera Layers?
I don’t fully understand how it works, but based on what you said, it sounds like exactly what I need.
Inherits: Node3D< Node< Object Inherited By: XRCamera3D Camera node, displays from a point of view. Description: Camera3D is a special node that displays what is visible from its current location. ...
In that case, do I need to add a second camera?
Like, one camera renders the hands but not the body, and the other renders the rest of the model. That’s how it works, right?
Or can all of this be done with just one camera where you just need to edit the layers?
Everything is so complicated. I’m not used to thinking for more than 12 minutes.
The universe is about to collapse.