2010-05-27, 09:28 PM
FYI, 'Weissvulf' is/was a variation of "White Wolf" so maybe it's too late to make a more White Wolf like sword but that's a fine looking sword nonetheless.
Btw, I wonder about adding new arm animations to Som. Each animation is just the first, second, third animation for the arm (there are only three I believe) and presumably you could add a fourth and assign it to a weapon. If that was all there was too it I would think that would very likely work just fine. However it may be more complicated than that because the damage geometry of the weapon is calculated based on the weapon's length stat. Hopefully the length is just extruded from the triangle in the arm file, but that would limit the attack gemoetry to just a line (there may well be other unlisted factors beyond length however)
The base of the triangle could also probably be animated, so an arching arrow could possibly be created from that. A whip animation might work if the base triangle cycled thru each section of the whip each frame so that very likely the enemy would get hit by one of them over 30 fps.
EDIT: I suppose a bow/arrow or whip would not work unless it's possible to animate the weapon so the animation would play in sync with the arm animation. Someone will have to try to make an animated weapon just to see if it can work sometime. Or what about this "swing model" business, that might be something I've never heard of. Also I plan on setting up an avatar extension which could be used to draw the weapon instead while the collision stuff would still be handled correctly by the arm animation.
Btw, I wonder about adding new arm animations to Som. Each animation is just the first, second, third animation for the arm (there are only three I believe) and presumably you could add a fourth and assign it to a weapon. If that was all there was too it I would think that would very likely work just fine. However it may be more complicated than that because the damage geometry of the weapon is calculated based on the weapon's length stat. Hopefully the length is just extruded from the triangle in the arm file, but that would limit the attack gemoetry to just a line (there may well be other unlisted factors beyond length however)
The base of the triangle could also probably be animated, so an arching arrow could possibly be created from that. A whip animation might work if the base triangle cycled thru each section of the whip each frame so that very likely the enemy would get hit by one of them over 30 fps.
EDIT: I suppose a bow/arrow or whip would not work unless it's possible to animate the weapon so the animation would play in sync with the arm animation. Someone will have to try to make an animated weapon just to see if it can work sometime. Or what about this "swing model" business, that might be something I've never heard of. Also I plan on setting up an avatar extension which could be used to draw the weapon instead while the collision stuff would still be handled correctly by the arm animation.