我刚看了一遍"SCAR.xml“武器项目的例子,它非常容易被用作制造新武器的参考。关于布洛克,有个问题让我很困惑。
<accessories>
<accessory name="Silencer">
...
<muzzleflash>
<firstperson effect="weapon_fx.scar.muzzle_flash.muzzle_flash_silenced_fp" helper="muzzle_flash_effect" time="0.1" />
<thirdperson effect="weapon_fx.scar.muzzle_flash.muzzle_flash_silenced_tp" helper="weapon_term" time="0.1" />
</muzzleflash>
...
</accessory>
</accessories>对于"muzzle_flash_effect“助手来说,在块中定义”第一个人“目标的附件是有意义的。我令人困惑的问题是,连接到块的第二个元素的"weapon_term“助手从未被定义过,而第三人称目标(静态网格)也不包含这样一个名为"weapon_term”的骨头,如何将这种效果与“不存在的”助手联系起来是没有意义的?
谢谢你帮忙!
/Edgar
发布于 2012-07-14 04:44:31
解决方案:创建虚拟对象( 3ds Max,玛雅定位器)作为沙箱中武器附件的立足点。
以下是Crysis游戏中的助手列表:
Attachment_top (for attachments at the top of the weapon)
Attachment_bottom (for attachments at the bottom of the weapon)
Attachment_side (for attachments at the side of the weapon)
Magazine (for magazine only)
Shells (for shells ejecting)
Silencer_attach (for a silencer at the front of the weapon)
Weapon_term (for muzzelflashes only)
grenade_term (for muzzelflashes for grenade launchers)/Edgar
https://stackoverflow.com/questions/11463916
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