Thanks for the suggestions. It seems that there are a few things needing clarification however, and I'm glad to answer you question and offer more insight as to how my difficulty is set up. Firstly, this is a singleplayer mod (well, not a mod as we have liscencing, but close enough).
When I'm moving parts of the hand, I'm going to be using ragdoll and pushing bones with forces. This should avoid the traces altogether. The collision problem I'm having is just simply setting the unanimated model to follow my player. It's like if I were to attach a solid metal rod to my player and walk around. I'd expect it to knock things (prop_physics) over. It does not however, and I'm not entirely sure why. My first guess is that it's because I'm having to set the position to follow the player, and setting the position is forcing a collision in a way the physics doesn't understand. I'm not entirely sure how to fix this at all. As for the viewmodel, I stated before that I have already researched the viewmodel and am attempting to render my model in the exact same way as is. The biggest difference is that the viewmodel has a client and a server implementation, and my ragdoll does not. Also, I could not over-ride the CalcViewModelView function in my player because it is not a virtual function and is called from base class pointers in view.cpp and hltvcamera.cpp. It is also called from ItemPostFrame, but this function is virtual and overridden in my player class. The other two functions call CalcView directly before CalcViewModelView, so I overrode that function as well. After all this is done, the following stutters, and I have no idea why. It follow correctly in a sense, just not smoothly. I'm not sure if I need to network my ragdoll, and if I do, why. On 2/13/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
Is this a multiplayer mod? When moving a part of the hand, you'll want to do traces, and see if that action is actually possible ...if you want all movement to be possible, you should research how the viewmodel is rendered and render it that way (closer on the z axis)
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