Home Technical Talk

Problem with parenting weapon for animation

polycounter lvl 7
Offline / Send Message
zzMedVeDzz polycounter lvl 7
I'm doing some stuff for indie game. I made shears model, retop and textures; send OBJ to the developer. And today I got a mail from him:

"I have no problem with the shape or poly count of your shears, but I would need to ask for some changes before I could include it into the game.

1. I'm attaching character model so that you can re-size the shears to suit the scale of the character.
2. The character model I'm attaching will have a closed fist so that you can make sure the handle of the weapon fits into grip.
3. You need to make sure that the shears are composed of two pieces of geometry - the piece that is parented to girl's hand, and the piece that rotates so that the shears can cut.
4. When you send me the final weapon model, it should be centered in the middle of the scene (0, 0, 0) and not floating off at a distance."

I haven't done this before. What sould I do to make this "paranting" work? Any advice, maybe tutorials? Plus he send me FBX file, should I also send ready model in FBX format?

Replies

  • DireWolf
    I think #3 is explaning how the piece will be used, not an instruction for you to actually parent it. So 1 piece will be static, fixed to the hand while 1 will be rotate. Sorry for my poor drawing lol.

    http://imgur.com/ArSOvrI
  • zzMedVeDzz
    Offline / Send Message
    zzMedVeDzz polycounter lvl 7
    DireWolf wrote: »
    I think #3 is explaning how the piece will be used, not an instruction for you to actually parent it. So 1 piece will be static, fixed to the hand while 1 will be rotate. Sorry for my poor drawing lol.

    http://imgur.com/ArSOvrI

    Thank you for your pic). So as I get, I should link 1 piece (wich will rotate) to the second mesh, and then this last mesh link to the character's hand. Is it so?
  • slipsius
    If the dev is animating the shears through code, you`ll want the pivot of the two objects to be where the screw would be in the sheers. the pivot point. Depending on the engine, that pivot point may need to be the 0,0,0 point. so half the sheers are below the origin, half are above.

    but ya, just dont combine the pieces.
  • zzMedVeDzz
    Offline / Send Message
    zzMedVeDzz polycounter lvl 7
    slipsius wrote: »
    If the dev is animating the shears through code, you`ll want the pivot of the two objects to be where the screw would be in the sheers. the pivot point. Depending on the engine, that pivot point may need to be the 0,0,0 point. so half the sheers are below the origin, half are above.

    but ya, just dont combine the pieces.

    Thank you for tip. About export. Is it OK if I will respond with OBJ file? or I need to send FBX file?
Sign In or Register to comment.