Announcement

Collapse
No announcement yet.

First person game with third person models (for other cameras)?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    First person game with third person models (for other cameras)?

    Hey everyone, this is my first time working on a first person game, and I was wondering what approach you guys would recommend for this type of game. It is a multiplayer FPS, so that would mean that I need to use different meshes for when a pawn is possessed vs being viewed from the "outside".

    My issue here is that I'm not sure how this works when it relates to animations... Do I create two different animations, one for each model? How do I make sure that they are in sync? Or do I use the same third person mesh for the first person view and just hide the bones that could mess up the camera?

    For example, in Overwatch it looks like this:
    Click image for larger version

Name:	94686-9bc306382c34e34c7f20ad8b6b504de3-650-80.jpg
Views:	1
Size:	41.5 KB
ID:	1224574
    Click image for larger version

Name:	JbczjwV.jpg
Views:	1
Size:	71.6 KB
ID:	1224576

    The first person model matches the third person model so perfectly that it looks to me as if they just hid the bones from the third person one and called it a day. I'm kinda lost regarding this, so any pointers would be appreciated...

    Thank you!
    Attached Files
    Last edited by jfaztk; 06-29-2017, 10:42 PM.

    #2
    Obligatory link to my ye olde article on the matter : True First Person Viewpoint.

    You'll probably find that Overwatch is using the traditional method - separate first/third person animations.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.

    Comment


      #3
      Hey Kris,

      Excellent short article! Especially the part in which you outline the issues with the traditional method:
      - Poor, missing or unsynchronized models, animations, sounds and effects.
      For example, from your perspective you are in the middle of a long and complicated reload animation, complete with sounds.
      To everyone else, you appear to briefly tilt your weapon and move your left hand to your hip and back up again.

      - Inability to effectively use stealth based tactics.
      For example, you stop short of a corner of a wall, thinking you are perfectly hidden. To everyone else, your weapon and arms are sticking out beyond the wall in full view.

      - Inaccurate and/or unbelievable weapon trajectories.
      For example, an enemy is leaning around a corner and with only their head visible; yet somehow they are shooting you.
      Specifically regarding the first issue; how would I approach this if I'm doing, say, a melee animation? If I have a sword for example, do I just have to match/sync both animations by eye and hope they look good together? How do devs usually approach these issues?

      I'd like to use the "newer" method of just using one mesh, but I have a feeling sword animations aren't gonna look too visually appealing in that way... Do you know of any first person games that have at least some melee weapons other than using the butt of the weapon that utilize this method?

      Also, why would so many studios decide to opt in for the traditional method?

      Thanks!
      Last edited by jfaztk; 06-29-2017, 02:43 PM.

      Comment

      Working...
      X