28 Jan 2010:
When creating the weapons, you have to adhere to a standard, or your programmer won’t like you very much. I always visualized the bone that the weapon would be attached to at the origin, that way the programmer could shift every weapon the same amount and it would appear in the characters hands (it’s magic, trust me.)
I got bored of visualizing, and created the AlignmentBox
models for this. To create a shield, I opened AlignmentBox_Shields
and made a shield that fit inside the box, and made it look good on the character. After finishing the model, I deleted the AlignmentBox
extras and saved the model as the weapon – it would be perfectly scaled and rotated so that the programmer could work his magic to make it appear on the model. The same thing applied to weapons, both main-hand and off-hand: AlignmentBox_Weapons
and AlignmentBox_Weapons_Offhand
were used for these models. The AlignmentBox
models with bones were to place the correct bone at the origin.
So, to make a weapon model:
- Open the appropriate
AlignmentBox
model - Create the weapon or shield model inside the box and so that it looks good on the character
- Delete everything except your weapon or shield model
- Save it!