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Hootlook 5 Sep, 2019 @ 5:52am
Armature sharing ?
Hey, sorry this is more a question about valve games than the tool itself but i dont know where i could get help.
Picture this : when you extract fps views of tf2's characters for example the heavy's minigun, you have the hands plus the minigun and then you can freely animate it as one model. Now if you ever played randomizer mod in tf2 you know that it randomize the weapons and the class so you can get something like heavy with bow, so visually what you see is heavy's hand with the sandwich idle animation and a torn up bow that looks like it has been crushed to replace the sandwich. Thats an interresting sight there os something similar in csgo where you can take any weapon from the ground but your hands will always be the same.. There was a time where it wasnt like that like in the goldsource engine where changing hands on one skin meant changing hands only for this particular fps view. So my take on this is that they made a system where fps hands are only one static entity invisible floating bones for the weapons wich would explain the heavy's bow being all crushed because its holding points are forced into the sandwich one.

I like my theory but then there is one flaw, why would they have multiples fps views files like in the old days like v_bow.mdl with in it both hands and weapon ?

Any idea on the matter this question has been burning me for ages
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Zappy 5 Sep, 2019 @ 7:16am 
All Team Fortress 2 weapons (except for the Spy's invisibility tools) use "C_" models (dubbed so due to the model filenames).
That is, the first-person arms are one model, and then the weapons are another model that is bone-merged onto the former.

Team Fortress 2 used to use "V_" models for the default weapons (those that you have when the item server is unreachable) in first-person (with arms; not bone-merged onto other arm models), "W_" models for the default weapons in the world/third-person, and "C_" models (without arms; bone-merged onto other arm models) for non-default weapons. It has since been updated to use "C_" models in all cases (except for the Spy's invisibility tools), but the "V_" and "W_" models still exist, though they're unused now.



TL;DR: Except for the Spy's invisibility tools, the "V_" and "W_" weapon models are unused. Team Fortress 2 only uses "C_" weapon models bone-merged onto separate "C_" arm models now.
Hootlook 5 Sep, 2019 @ 7:39am 
I knew it this is awesome thank you so much for the info !

This means that the hands have bones who are unweighted only for the weapons own bones and
then dynamicaly constrained to the hands bones for animation.

I made this kind of system in unity but i wasn't sure it was how tf2 did it ^^

https://youtu.be/9DqjnbA6rTQ
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Date Posted: 5 Sep, 2019 @ 5:52am
Posts: 2