Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
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.
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