Open MindVisceral opened 4 months ago
Side note: The Scorn Guy rests the gun at his side when you get too close to a wall AND the weapon clips through walls in certain places, so I'm certain it was not rendered by a separate camera, even though that close-quarters extending 'gun' might make it seem that way. If you move the camera just right, you can also see the Scorn Guy move the gun to his side, which would be extremly difficult to time if they used the hybrid method. I think I'll do this just like they did, though I will have to guess a lot, since I don't have access to their game files.
In Godot 4 Inverse Kinematics regressed from Skeleton Modification Stack implementation, and we are forced to rely on a depricated SkeletonIK Node. This is practically unusable. Fortunately there is a better 3D IK system coming out in Godot 4.3, but that is coming out next month.
Godot 4.3 has been released! I have yet to test out those fangled new 3D Skeletons, but work on this game can finally resume. Hopefully, with a fully implemented 3D Player Model soon!
To further improve immersion, giving the Player a visible body in the First Person view is a worthwhile endeavour.
There are two main ways to do this as far as I'm concerned:
And there could be a hybrid of the two:
Though no matter the method, this will allow (or force) me to make animations for interactions between the Player and the Environment, which is the main timesinker with this issue, right after the initial setup.