Posted: Sun Sep 18, 2005 6:40 am
Rotating with the camera doesn't cut it. They have to move to stay properly positioned in front of the camera. Example...
> = camera > = gun (doesn't matter which way you look at it.)
So you have a >-->(gun in view)
Camera rotates 90 degrees down v--v(gun is pointing same direction as camera but cannot be seen in the camera's view).
Test it on a piece of paper with various angles and you will get the problem. Basically the arm/gun has to not only rotate but also move to stay positioned in front of the camera.
Which is the problem not the rotation.
Also I know of no way to attach a bone to the camera. In reality you matching the gun/arm's rotation in relation to the players pawn.
Maybe I dunno is there a way to attach a pawn to a weapon bone in 1st person? For example if you gave a arm as the weapon with all the animations as IF it were holding the weapon. Then attach the weapon itself as a pawn the the firebone01 in the hand.
Anyway...WHERES PICKLES WHEN YOU NEED HIM! lol
> = camera > = gun (doesn't matter which way you look at it.)
So you have a >-->(gun in view)
Camera rotates 90 degrees down v--v(gun is pointing same direction as camera but cannot be seen in the camera's view).
Test it on a piece of paper with various angles and you will get the problem. Basically the arm/gun has to not only rotate but also move to stay positioned in front of the camera.
Which is the problem not the rotation.
Also I know of no way to attach a bone to the camera. In reality you matching the gun/arm's rotation in relation to the players pawn.
Maybe I dunno is there a way to attach a pawn to a weapon bone in 1st person? For example if you gave a arm as the weapon with all the animations as IF it were holding the weapon. Then attach the weapon itself as a pawn the the firebone01 in the hand.
Anyway...WHERES PICKLES WHEN YOU NEED HIM! lol