Quick update on progress to date.
Character Test Rig
Did up a quick test rig of the soldier so that I can start to get weapons setup in-game. Turned out pretty well, even for a 5 minute rigging job. He has some obvious issues, but is sufficient for testing purposes.

What this gives me however is a basic setup that I can use to start putting both animations & weapons together, both of which are progressing fairly well.
Weapon Setup
Got a couple of simple animations exported so that I can run around my weapon’s range (test world) and check to see that all of the weapons are working fine. So far I have the M4, SCAR and Aug setup and functional — and now that I have gone through the process a couple of times the rest will go pretty quick. Mostly just a matter of getting the weapons rotated properly and re-exporting them so that they line up properly with the character when attached to his hand.
Each weapon has the pickup & player versions ready to go (ie w_ and p_ versions for the half-life modders in the crowd). Both versions use the exact same model once exported, which simplifies things a bit — at least for now. I may do a lower-poly versions for the world / pickup weapon and/or a higherpoly version for the player version or something, but for the time being it looks good enough.
Collision Hitboxes
The final big piece of news is that we fleshed out how hitboxes are going to work with the game. Hitboxes were always a bit of an anomaly as they are technically collision objects, but they are collision objects that only collide with things like bullets and projectiles. The player has a separate type of collision mesh that is used to actually move them through the world (so they fall based on gravity etc).
What we’ve come up with is basically a system where each collision object that you add to an object can be a member of a specific type of collision group. When doing collision checks, only objects in the specific group that is defined will generate collisions (and collision callbacks for ‘contact projectiles like rockets etc’). This lets us be as specific as we want (or not) for hit boxes. Ragdoll is slightly different, but also on my todo list. I know how I want to do it, just a matter of getting to it ;}
Detailed Material Options
The final thing that I got done this week is finalizing the setup of the character’s materials — basically the issue was how to set up the characters so that I can not only simplifiy development, but also have as much customization options available as possible. Well, I think I’ve come up with a solution at least for the character’s body. So the idea is that each player will have the ability to customize their character, including what kind of camo they are wearing etc.
So that’s basically what I’ve setup — which isn’t too complicated, but the cool part is the ‘how’ (at least to me). GameCore supports multiple layers per surface — in essence allowing any number of passes to be done per surface. Each layer has a complete set of diffuse / normal / specular maps that can be applied and blended together however you want. This gives us an incredibly powerful material system and, from the artistic standpoint, lets me do just about anything I want with the surfaces, including having multiple normal maps layered together, custom UV scale / coordinates per layer etc.
This lets me swap out the differerent types of camo material seperately from the overall body normal map etc. Looks pretty sweet in-game.
Animation Organization
The final thing that has been started is the organization of animations for the characters. A while back I purchased a library of motion capture animation data, which includes some excellent shots for the various types of movement that I want the soldiers to have, including crawls / walks / etc.
The biggest thing that I am hoping to achieve with the game is something that Call of Duty captured well — the fact that Special Forces soldiers have a very unique technique of movement compared to traditional soldiers. You can see this in movies like Blackhawk Down and TV Shows such as The Unit (two major inspirations for this game). The movement is extremely smooth and you can just tell that these soldiers are much more professional than their typical infantry cohorts. Capturing this in the game is a primary goal of mine.
The second goal of the animation system is to setup a proper ‘layered’ animation tree. With GameCore, we have the ability to specify any number of animation ‘Channels’, which will be utilized quite a bit in this game. Channel 0 is the basic character movement (lower-body animations) where the higher channels will be used to control upper-body and head movements. Our animatino blending system is pretty slick, and should allow me to produce fairly complex animation tree’s without much work. The default character example that we’ve produced for the engine already provides this kind of layering, it’s just a matter of me creating the customized animations that I want for the game.
The final note about animations, is that each weapon can have it’s own set of custom animations — so depending on whether the character is holding an SMG, a pistol or an assault rifle, they can move & react accordingly. This combined with the layered animations should result in a pretty sweet motion system for the characters.
Anyways, off to work on some animations — want to get the basic movement set done today and hopefully a first pass on a couple of base upper body psoes for the weapons. If all goes according to plan, I’ll see about capturing a video of the character in action.
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