#Current progress on the procedural fps

1 messages · Page 1 of 1 (latest)

digital tapir
#

Looks great, is this something youre planning on selling on the asset store or something for private use?

spring sedge
digital tapir
#

Nice to hear

#

do you have some kind of roadmap for features?

spring sedge
#

Not yet, but once I fix some scripts, I’m going to add other procedural animations as well, like recoil, for example.

digital tapir
#

Do you plan on doing anything wildly different from the kinemation stuff?

#

anything they arent

#

like a more lightweight aproach or

spring sedge
#

I think my solution is more lightweight and animations can be modified inside the game, that's a difference for now.

brittle bone
#

No longer having mismatched third person shooting compared to first person arms

spring sedge
#

Is that possible?

#

I believe almost all games do separate first person arms and third person body

digital tapir
brittle bone
digital tapir
#

not even somewhat, it lacks standard tps support

#

but it works perfectly for that

brittle bone
#

But in a really over complicated way. It works good with standard animations but it’s not that good with shooting

digital tapir
#

because it depends on the animations

brittle bone
#

I just feel like there could be a better way

digital tapir
#

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

spring sedge
#

The better way is to separate models for 1st and 3rd person

#

almost all AAA games do that for a reason

digital tapir
#

those are 2 completely workflows

digital tapir
#

not recently at least

spring sedge
#

example?

digital tapir
#

tarkov

#

big one

#

rust

brittle bone
#

I somewhat did it with adding a script to both arms and body, but it leads to some body stretching

spring sedge
#

tarkov has floating arms

#

cod and battlefield as well

digital tapir
#

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

spring sedge
#

Yeah

#

It's kinda hard to achieve good feel with that method tbh

#

Some games with true first person feel a little janky

digital tapir
#

but when it works it works

#

star citizen also does it

brittle bone
digital tapir
#

@spring sedge you should really make a dev log thread for this so its easy to follow progress if you choose to share