#Current progress on the procedural fps
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Looks great, is this something youre planning on selling on the asset store or something for private use?
Thanks, I'm planning to make this an asset.
Not yet, but once I fix some scripts, I’m going to add other procedural animations as well, like recoil, for example.
Do you plan on doing anything wildly different from the kinemation stuff?
anything they arent
like a more lightweight aproach or
I think my solution is more lightweight and animations can be modified inside the game, that's a difference for now.
What would be dope is a lightweight procedural third person body to first person arms; Where any third person character gets a overlay of the first person arms.
No longer having mismatched third person shooting compared to first person arms
Is that possible?
I believe almost all games do separate first person arms and third person body
Thats what the kinemation framework does though
Somewhat.
But in a really over complicated way. It works good with standard animations but it’s not that good with shooting
because it depends on the animations
I just feel like there could be a better way
i dont think there could be
for that specifically
they are already pretty optimized to begin with
i would be happy to see another one
The better way is to separate models for 1st and 3rd person
almost all AAA games do that for a reason
those are 2 completely workflows
not anymore
not recently at least
example?
I somewhat did it with adding a script to both arms and body, but it leads to some body stretching
it has floating arms because they choose not to render certain parts of the full body mesh
same for rust
but its all 1 model for both views
its called "true first person" and has been around forever
Yeah
It's kinda hard to achieve good feel with that method tbh
Some games with true first person feel a little janky
For sure!
@spring sedge you should really make a dev log thread for this so its easy to follow progress if you choose to share