New creature skeleton questions

Post » Thu Dec 02, 2010 3:46 pm

I am making a robot. I haven't started on the skeleton or animations but these are some questions that came to mind while I was working. If you can answer any, I'd appreciate the help. Otherwise I'll try to figure it out on my own.

When I am making a new creature skeleton with a built-in weapon, like the eyebot's laser, what should I consider when placing the weapon bone and the projectile node? I know that in Oblivion the weapon bone was actually relavent because weapons were prn'd to it, but was it there for anything else? Like was melee hit or miss based at all on the weapon bone's position?

Do I even need a weapon bone if I'm not going to add a mesh when playing the equip animation?

What if I want multiple spots to fire my projectiles from during a loop attack? Can I use multiple projectile nodes or should I just move one around during the animation?

Do I need to add anything extra for dismemberment in comparison to an Oblivion skeleton?

Thanks for the help.
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Jon O
 
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Post » Thu Dec 02, 2010 9:29 pm

Melee doesn't use bones AFAIK.
You don't necessarily need a weapon bone if you're not planning on giving it the ability to wield non-embedded weapons, I think there's a few creatures in FO3/NV that don't have one.

If you want to fire projectiles from multiple places you'd need to move the projectile node (like the Laser Gatling sentrybot does), unless you wanted to script the firing sequence

No idea about dismemberment but there is something you have to do to specify dismember groups.
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Kortniie Dumont
 
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Post » Fri Dec 03, 2010 4:04 am

Thanks for the advice. Thanks exactly what I needed to know.

I'll have to look into dismemberment a little further. I've made armors, but haven't done completely from scratch dismemberment.
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Anthony Diaz
 
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Post » Fri Dec 03, 2010 12:35 am

Thanks for the advice. Thanks exactly what I needed to know.

I'll have to look into dismemberment a little further. I've made armors, but haven't done completely from scratch dismemberment.


If you use 3dsmax, there is a modifier used for dismemberment, I think is called BSDismemberSkin Modifier.
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Nathan Barker
 
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