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 how to decide where the hand(s) are placed on a weapon 
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Post how to decide where the hand(s) are placed on a weapon
i`m trying to figure out how to decide where the hands appear when a weapon is held can anybody help me?


Tue Apr 29, 2014 12:59 am
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Post Re: how to decide where the hand(s) are placed on a weapon
are u trying to make him hold a gun in a curtan pose


Tue Apr 29, 2014 1:08 am
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Post Re: how to decide where the hand(s) are placed on a weapon
im just trying to change where the hands appear when some one holds a weapon, as it looks awkward when an actor holds a rifle as if it`s a pistol


Tue Apr 29, 2014 1:56 am
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Post Re: how to decide where the hand(s) are placed on a weapon
Read this.


Tue Apr 29, 2014 2:35 am
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Post Re: how to decide where the hand(s) are placed on a weapon
thank you for linking that but i want to know what to edit in the weapon`s .ini


Tue Apr 29, 2014 2:50 am
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Data Realms Elite
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Post Re: how to decide where the hand(s) are placed on a weapon
Patience, young grasshopper. It's not what to edit, it's how to edit. Offset determination is an art; Azukki's guide is your Bible.


But if you are too impatient, JointOffset is the position from the SpriteOffset to where the main hand will be, and SupportOffset for the support hand.


Tue Apr 29, 2014 3:15 am
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Post Re: how to decide where the hand(s) are placed on a weapon
Pretentious old-teacherisms aside, the important ones are, as follows;

SpriteOffset - determines center of mass. Important for the engine, since... you know, center of mass. Whilst SpriteOffset is absolute, all other offsets are referenced relative to this value.
JointOffset - determines where the foreground hand rests. This is usually on the grip+trigger, unsurprisingly. I have no idea what would happen if your gun's JointOffset was unreachable.
SupportOffset - determines where the background hand rests. It's important to make sure that most actors can reach this spot; if the background hand cannot reach, the weapon is considered unsupported and accuracy will likely suffer.
MuzzleOffset - determines where bullets come out. Positioning this properly is important, of course.
EjectionOffset - determines where a round's Casing comes out. Usually you want this to be on the actual ejection port if the sprite is detailed enough to have one, but it depends on the weapon.

Also important are-
StanceOffset - how the weapon is held normally. Seems to be relative to the FG arm shoulder?
SharpStanceOffset - how the weapon is held when sharpaiming. May be a relative value based on the StanceOffset.

StanceOffsets are much harder to get right, and will probably require a lot of fine-tuning.


Tue Apr 29, 2014 4:04 am
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Post Re: how to decide where the hand(s) are placed on a weapon
thank you Arcalane and Asklar, this helps a lot


Wed Apr 30, 2014 12:00 am
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