I've got most of the framework for my game finished, so now I need to figure out how to pull this off before I tell my modeler to get to work...
In my game, I want to be able to pitch the torso of the player model by 45 degrees, up or down. I don't want to use an animation for this, I want it to be possible regardless of what animation is playing (running, standing, etc). I assume this will require bone manipulation, however I'm not sure exactly how to go about doing this. I've seen people do similar things with Blitz before, unfortunatly I've never gotten to look at the source code for those projects.
Just FYI, the purpose of this is that the player will have a somewhat GTA like autoaim, that will detect the nearest enemy in a 90 degree cone in front of the player, rotate him or her to face the enemy, then pitch the torso if the enemy is above or below the player so it looks like you're really aiming at the target, instead of strait ahead. Seems simple enough to me, and I have the code for the auto-aiming system down, but I wanted advice from more seasoned coders before I start messing with mesh manipulation.
In my game, I want to be able to pitch the torso of the player model by 45 degrees, up or down. I don't want to use an animation for this, I want it to be possible regardless of what animation is playing (running, standing, etc). I assume this will require bone manipulation, however I'm not sure exactly how to go about doing this. I've seen people do similar things with Blitz before, unfortunatly I've never gotten to look at the source code for those projects.
Just FYI, the purpose of this is that the player will have a somewhat GTA like autoaim, that will detect the nearest enemy in a 90 degree cone in front of the player, rotate him or her to face the enemy, then pitch the torso if the enemy is above or below the player so it looks like you're really aiming at the target, instead of strait ahead. Seems simple enough to me, and I have the code for the auto-aiming system down, but I wanted advice from more seasoned coders before I start messing with mesh manipulation.