Revision Difference
First_Person#546702
<cat>Dev.Model</cat>
<title>First Person</title>
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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.⤶
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**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
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You can divide your approach into two broad categories.
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We can divide the use cases into two broad categories.
## Basic
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## Advanced
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#Adjustment layers⤶
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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)
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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.⤶
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## Advanced
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• 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.⤶
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If any of these matches your use case, then what you should be doing is "forking" first_person_arms.vmdl, ⤶
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#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>