For those of you who do not know, a joint is a bone in the model that allows easier animating in programs like Blender, Milkshape 3d, and 3ds max.
I do not mean as in limbs that come with dbpro.
I was wondering if it is possible to modify a joint in a model, without separating the parts of the model in different spots.
For example (Anti-reader warning, two long lines):
A third person shooter. The WASD keys move the player in the directions FBLR, and the X axis on the mouse rotates the player on the same X axis as the mouse. (Like Hitman 5.)
But whether the player is standing still or not, wherever the mouse cursor is, the player looks at the cursor (Where the mouse is.) with their head, and when shooting, their arms, and depending on the angle; Their upper torso, maybe their full torso and maybe full body, in the direction that the mouse is pointing.
I was hoping something similar to the following, but it looks like I am out of luck.
do
if controlkey()=1
if angle#=frontview#
point joint ARM#, MX#, MY#, MZ#
endif
if angle#=sideview#
point joint ARM#, MX#, MY#, MZ#
point joint TORSO#, MX#, MY#, MZ#
endif
endif
(You get the point)
If I attach everything as limbs in separate models, it looks extremely odd, as the vertexes don't merge together like a full model. Especially in something like a stick-man-type game.
Can anyone help me?
Edit: Thanks to people's help, I know that Limbs are also Bones in DBPro. But, you have to preform and print a limb checklist to get them...
How do I print a limb checklist?
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