The hierarchy is pretty simple and straight forward. The pivot should be aligned to the world coordinate center and the model should point in the positive y-direction in the Engine later on. No translations should be applied to the geometry. Later, after you've applied your weighting modifier you can easily move them back to their original position by animating the bones they have been weighted to by the same amount that you moved them apart from the main model earlier.įor the geometry the same rules apply as were pointed out in the arms section. To make the weighting process more convenient, you can move away the parts which are meant to be animated later and should get their own bones, by a known amount of units or its multiples. The Rifle is our main Weapon in the SDK and the script for it can be found for reference in the build Game\Scripts\Entities\Items\XML\Weapons\Rifle.xml (extract from the scripts.pak).
Each weapon (also hands without weapon) has its own xml script for setting up actions like shooting or ironsight zoom properties. You will see the registry for the agent arms asset and the chr at the beginning of the script. The character first person system is driven by xml and lua scripts to load animation and change values for each weapon for example.Īll the main assets like the chr arms or the player chr need to be set in the Game\Scripts\Entities\actor\a. Each weapon will use the same skeleton as the base character arms so the skinned geometry for the arms can be always driven by each weapons animation to present the arms of the player. The system is based on an attachment feature which uses the character arm asset as the base. This document describes the process of creating a first person (FP) asset with character arms and the weapon. Each weapon will be a skinned geometry with its own hierarchy of bones and attachment helpers. The asset needs to be skinned to a hierarchy of bones which are following the natural movement of human arms.
This documentation will describe the basic setup which fits to any of our supported DCC tools.