Bending at waist up/down

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barlor
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Joined: 24 Feb 2017, 12:49

Bending at waist up/down

Post by barlor » 18 Jan 2019, 20:47

Currently this is specific to marksman weapons for the most part, I can't seem to find a way to extend this for melee weapons. To clarify, here are some images:

I want this:
Image

To be like this:
Image

Can't find any info on how this is working. Looked through bodyparts, meshes, I have no idea where to start. Was hoping someone could point me in the right direction

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akortunov
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Location: Samara, Russian Federation

Re: Bending at waist up/down

Post by akortunov » 19 Jan 2019, 05:55

Your screenshots have a very low resolution, but I suppose it is a "pitch factor" feature. It is hardcoded for ranged weapons.

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barlor
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Re: Bending at waist up/down

Post by barlor » 19 Jan 2019, 17:48

I figured it was a hardcoded thing, but I'm not very knowledgeable with editing animations. Going to tinker around some more with it. Maybe there is a flag which allows a weapon to do this or something, I'm being hopeful lol.

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akortunov
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Location: Samara, Russian Federation

Re: Bending at waist up/down

Post by akortunov » 19 Jan 2019, 18:37

barlor wrote:
19 Jan 2019, 17:48
Maybe there is a flag which allows a weapon to do this or something, I'm being hopeful lol.
There is no "flag" for such thing. This bechaviour is hardcoded and works differently for different ranged weapon types.

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barlor
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Re: Bending at waist up/down

Post by barlor » 19 Jan 2019, 19:19

If that block was this:

Code: Select all

mAnimation->setPitchFactor(0.f);
if (mWeaponType == WeapType_BowAndArrow ||
    mWeaponType == WeapType_Thrown ||
    mWeaponType == WeapType_HandToHand ||
    mWeaponType == WeapType_TwoHand ||
    mWeaponType == WeapType_TwoWide ||
    mWeaponType == WeapType_PickProbe ||
    mWeaponType == WeapType_Spell ||
    mWeaponType == WeapType_OneHand ||
    mWeaponType == WeapType_Crossbow)
That would work if I compiled my own client right? I guess I would still need to update any other file that references this block too. I dunno, I'm not that experienced with this kind of thing.

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