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Human Animations System [message #490208] Wed, 31 December 2014 08:40 Go to next message
Jerad2142 is currently offline  Jerad2142
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So as some of you know I've made full custom animation sets for cats, bears, and deer. However, I've run into an issue which has me stumped.

As you may know from watching AI, sometimes AI will look left or right at where they heard a sound from or things like that (basically their head will turn where they are looking).

My issue is I have yet to find an animation that they use to blend in to make this look left and look right happen. They have animation sets for tilting the player's 3rd person gun up and down when they aim up and down. So it seems like it would be possible they blend an animation in; however, I suspect its actually done in the engine code itself.

If anyone has stumbled across at least 2 animations where the only thing that was changed on the t-pos was the head was turned left or right let me know. Or if anyone has stumped across engine code that would be responsible for this please let me know as well.

Thanks


Re: Human Animations System [message #490210 is a reply to message #490208] Wed, 31 December 2014 09:36 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Theres a bunch of code in soldier.cpp that rotates the head to "look" at targets.

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[Updated on: Wed, 31 December 2014 09:38]

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Re: Human Animations System [message #490212 is a reply to message #490210] Wed, 31 December 2014 10:17 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Well I assume it must be hard coded by bone count, beings my deer rotate in the middle of their back at c spine2 (which makes their forelegs lift off the ground as they twist to the left or right).


[Updated on: Thu, 01 January 2015 11:11]

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Re: Human Animations System [message #490218 is a reply to message #490212] Thu, 01 January 2015 11:11 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Added an update so that skeletons with a NOLOOK bone will be excluded by the engine's attempts to turn the head to look at locations.

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