S&box Wiki

Revision Difference

First_Person#546702

<cat>Dev.Model</cat> <title>First Person</title> The goal of the first person base is to help you and provide you with valuable tools and "starter kits", whether you are a beginner or an advanced user. # First person arms The model lives at ***models/first_person/first_person_arms.vmdl*** The "base" animgraph implements standard features for the "basic" use cases (see below), and also provides you with the setup & parameters the adjustment layers stuff. **Support for Animgraph groups and subgroups (which are groups-as-an-external-file) is being worked on. This base animgraph is planned to be an externally-referencable file for you to use in your own animgraph.** The "base" animgraph implements standard features for the "basic" use cases (see below), and provides you with the setup & parameters the adjustment layers stuff. **Support for Animgraph groups and subgroups (which are groups-as-an-external-file) is being worked on. This base animgraph is planned to be an externally-referencable file for you to use in your own animgraph.** #Basic and advanced animation setups You can divide your approach into two broad categories. We can divide the use cases into two broad categories. ## Basic Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. ## Advanced Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. #Adjustment layers The biggest criteria here is that your held object is going to be driven by one bone. If it has its own animations and/or bones, then they are not bonemerged and happen solely on their own—through, either through an autoplay layer or a sequence sync (a currently hypothetical feature) These objects are to be bonemerged onto first_person_arms.vmdl, and you would be using existing sequences + adjustment layers to make them work well. ## Advanced • You want to work with complex objects that have more than one bone. • You want to use your own animations and/or your own animgraph. • You want modify the object/hold bones as you wish, and maybe even flip the effective hierarchy so that the held object always drives the arms through IK. If any of these matches your use case, then what you should be doing is "forking" first_person_arms.vmdl, #Adjustment layers These are features implemented solely through the "base" animgraph ## Exporting values Automagically export those values to code eventually #Links I can link to [external pages](http://www.google.com) and <page>Internal Pages</page>