Unturned II 开发日志 #041

4.20.13.0 更新使用武器姿态、单手动画、激光等更新!

武器姿态

每种武器都可以支持单手和/或双手姿态。你可以装备一个武器,它支持你的主要手槽中的两只手使用它,或者在你的副手槽中使用单手或双手。手枪现在是完全动画的左,右,和双手动画。某些操作,如重新加载,需要双手,当另一项处于另一项时,工作正常,而其他操作则可以同时执行,比如更改附件。

利手

而不是懒洋洋地镜像居民网格,动画现在是在运行时分别反映身体和武器。这意味着文字和符号在左手字符上不是向后的.3.0实际上有一个解决办法,衬衫和裤子的纹理是水平翻转,然后左手翻转纠正它,但这是正确的方法,因为它允许武器在车辆上使用。

在这样做的时候,我还决定手动将左右手的单手武器分别动画(而不是自动镜像它们),因为一只手臂应该比另一只手臂向前更远,这给了它们一些很好的视觉变化.虽然这是更多的工作。

现在唯一的左撇子黑客是枪本身是水平翻转,但唯一的选择是动画左撇子用法分别创造了两倍的工作量。为了让这感觉更好,虽然我翻转弹壳在HUD弹出左。

近战

近战摇摆在第一人称临时混合复制第三人的姿势。它有时看起来很奇怪,但其意图是更好地传达武器射程和刀刃将击中的确切位置。我想尝试这样的技巧,以使第一人称更好的默认。

雷射

多年来,与武器模型不同的是,激光与十字交叉的激光之间的断开一直是一种流行的未转向反馈。在我看来,激光总是很重要的,代表你的目标真正指向的地方--特别是在交叉头发残疾的情况下。武器模型和真正目标之间最大的差异之一是第三人称,在这里,你的目标必须稍微修正,以与屏幕中间相交。

为了充分利用这两种方法,我以真正的目标旋转为基础,并在此基础上应用了相对于其闲置姿态的武器动画旋转。有趣的是,这需要一个“激光”骨,这是你的胸部跟踪武器空间的一部分。激光相对于枪口的位置会被抵消,所以你的枪左侧的激光会出现在你的十字点的左边。

展望未来,我打算添加其他类型的激光(例如红外线)的不同有效范围(目前350米),电池使用,和随机颜色。现在,这个点本身只对本地玩家可见,因为其他玩家的激光将需要某种优先级和更低质量的退路,但这将出现在路线图上。在某些情况下,如雾,光束本身也是可见的,这也是很有趣的。

搅拌机

所有的手枪动画都是用搅拌机制作的!我把居民从玛雅改造过来,建造了一个基本的钻井平台,但它可能需要一些改进。特别是,它是面向+X轴,以匹配虚幻向前,但应改为-Y,以配合搅拌机的X轴镜像.叹息。

变化情况g:

Added
Civilian tactical laser item.
Two-handing of one-handed weapons when equipped in the dominant hand.
Time dilation / slomo command. (/slomo #)
Infinite ammo command. (/infinite_ammo)
Windows shortcut to the AppData folder.
Horde wave (/horde_wave) and money (/horde_money) commands.
u4.unlock permission which allows lock/unlock admin interaction.

Changed
First-person melee animation blends toward third-person animation during swing.
Left-handed mirroring is done in the animation graph rather than the mesh.
Equip in dominant hand interaction takes priority.
Raised minimum framerate limit to 15 from 1.
Brake slightly while vehicle is empty.

Fixed
Per-weapon input bindings are reset after dequip rather than before equip. 
Drone loses track of target when too far out of range.
Third-person interactor tick order.
Using vehicle ignition while exiting driver seat.

原文

4.20.13.0 update with weapon stances, one-handed animations, lasers, and more!

Weapon Stance

Each weapon can support one-handed and/or two-handed stances. You can equip a weapon that supports both in your dominant hand slot to use it with both hands, or in your subordinate hand slot to one-hand or dual-wield. The pistol is fully animated now with left, right, and two-handed animations. Certain actions like reloading require both hands and work properly when a different item is in the other hand, whereas others can be performed simultaneously like changing your attachments.

Handedness

Rather than lazily mirroring the denizen mesh, the animation is now mirrored at runtime for body and weapons separately. This means text and symbols are not backwards on left-handed characters. 3.0 actually has a workaround for this where the shirt and pants textures are horizontally flipped, and then the left-handed flip corrects it, but this is the proper approach because it allows weapons to be used in vehicles.

While doing this I also decided to manually animate the left and right one-handed weapons separately (rather than automatically mirroring them) because one arm should be further forward than the other, and this gives them some nice visual variety... though it is a lot more work.

The only left-handed hack now is that the gun itself is flipped horizontally, but the only alternatively would be to animate left-handed usage separately creating twice as much work. To make this feel better though I flipped the bullet casings in the HUD to eject leftward.

Melee

Melee swings in first-person temporarily blend to copy the third-person pose. It can look odd at times, but the intention is to better convey the weapon range and exactly where the blade will hit. I want to experiment with tricks like this in order to make first-person a better default.

Lasers

The disconnect between lasers following the crosshair as opposed to the weapon model has been a prevalent piece of Unturned feedback for years. In my opinion it has always been important for the laser to represent where your aim really is pointing however - especially with crosshair disabled. One of the biggest variances between weapon model and true aim is third-person where your aim must be slightly corrected to intersect with the middle of the screen.

In order to get the best of both approaches I started with the true aim rotation as a base, and applied the weapon animated rotation relative to its idle pose on top of that. Funnily enough this necessitated a "laser" bone which is part of your chest for tracking weapon space. The laser's position relative to the muzzle is then offset, so a laser on the left side of your gun will appear to the left of your crosshair dot.

Going forward I intend to add other types of laser (e.g. infrared) with different effective ranges (currently 350m), battery usage, and randomized colors. Right now the dot itself is only visible to local players because other player lasers will need some sort of prioritization and lower quality fallback, but that will be on the roadmap. It would also be interesting for the beam itself to visible in certain circumstances like fog.

Blender

All of the pistol animations were made in Blender! I converted the denizen over from Maya and built a basic rig, but it could use some improvements. In particular it is oriented along +X axis to match Unreal forward, but should be changed to -Y in order to work with Blender's X-axis mirroring... sigh.

Changelog:

Added
Civilian tactical laser item.
Two-handing of one-handed weapons when equipped in the dominant hand.
Time dilation / slomo command. (/slomo #)
Infinite ammo command. (/infinite_ammo)
Windows shortcut to the AppData folder.
Horde wave (/horde_wave) and money (/horde_money) commands.
u4.unlock permission which allows lock/unlock admin interaction.

Changed
First-person melee animation blends toward third-person animation during swing.
Left-handed mirroring is done in the animation graph rather than the mesh.
Equip in dominant hand interaction takes priority.
Raised minimum framerate limit to 15 from 1.
Brake slightly while vehicle is empty.

Fixed
Per-weapon input bindings are reset after dequip rather than before equip. 
Drone loses track of target when too far out of range.
Third-person interactor tick order.
Using vehicle ignition while exiting driver seat.
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