40 lines
1.9 KiB
Markdown
40 lines
1.9 KiB
Markdown
# Blender animations
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With the current bevy engine limitations and all things considered, these will be the techniques and systems to be used.
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## Character
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The game character will move by animations except for the actual translation and rotation, which will be computed by the engine.
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Unfortunately, due to my limited animation knowledge, split body animations won't be made. For now, Manually create every single animation, and try to reuse concepts as much as posible
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Examples:
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- Pistol grip should always be in the same position
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- Foregrip should be in the same position for same gun types
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# UPDATE:
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Bevy isn't really ready yet for IK, multi-body animations, etc...
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Importing a character into bevy from blender is a nightmare. Hate to admit it but it's true. Maybe for 0.13 they work on it.
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Still, I can do many things without that.
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Mainly, Give love to the weapon system, movement, etc...
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Modular weapons are not that crazy anymore, now that you have the blender->bevy workflow with custom properties, you can make it.
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## Modular Weapons Design:
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### Important: ZERO ANIMATIONS. ALL PROCEDURAL
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Limit mods to attachments, for now, I don't want to change barrel lengths or foregrips.
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Only do silencers/compensators, sights, Foregrips.
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### Blender:
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Use a single file for attachments and a single file for weapons, then export them one by one as a new gltf asset
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- Mark every weapon parent with a FirearmEnum custom property
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- Mark Firing point without attachments (FiringPoint)
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- Mark Sight placement start and end
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- Mark Attachment slots (CompensatorSlot, ForeGripSlot, MagazineSlot, StockSlot, SightPlacementStart, SightPlacementEnd, UtilitySlot)
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- Attempt to center all the slots
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- Mark Gun part slots (ChargingHandle, Trigger)
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- Set all attachments origin to where they will be placed on the gun
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- Mark them with the specific WeaponAttachment variant
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- Set all attachments transform to 0 and the same scale as the gun
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