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Author Topic: Writing a new actor move  (Read 8508 times)
muffinpeddler
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« Reply #15 on: September 23, 2005, 05:22:47 am »

Hmm.  Do you have any suggestions as to how I might go about creating a FPS view with arms and looking down to see legs but still having an invisible mesh to the player, but a real mesh to other players?  I removed the CS_ENTITY_INVISIBLE flag in defcam.cpp, and I get a desired effect after messing with the spring and first person offset settings, but I want to be able to rotate the arms and upper torso of the model to look in all different directions, and this doesn't seem feasible.  Could I possibly have an invisible parent mesh with visible submeshes and transformations such that a certain submesh rotates and moves with the camera?  Or is there another way you would reccomend?
Thanks.
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jorrit
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« Reply #16 on: September 23, 2005, 05:32:14 am »

Hmm.  Do you have any suggestions as to how I might go about creating a FPS view with arms and looking down to see legs but still having an invisible mesh to the player, but a real mesh to other players?  I removed the CS_ENTITY_INVISIBLE flag in defcam.cpp, and I get a desired effect after messing with the spring and first person offset settings, but I want to be able to rotate the arms and upper torso of the model to look in all different directions, and this doesn't seem feasible.  Could I possibly have an invisible parent mesh with visible submeshes and transformations such that a certain submesh rotates and moves with the camera?  Or is there another way you would reccomend?
Thanks.

Making the parent mesh invisible while keeping children visible seems like a good approach here.

Greetings,
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muffinpeddler
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« Reply #17 on: September 23, 2005, 01:54:10 pm »

And, in terms of 3d sprites, is there a way to divide a cal3d mesh into submeshes and freely rotate a certain submesh about any axis?
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