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Creating First Person Weapons

Colin Basnett edited this page May 23, 2022 · 6 revisions

Creating first person animations is a labor intensive job for an artist.

Scaling

First person weapons should have a scale factor of 40.325 relative to their real-world measurements.

This is an arbitrary scaling value calculated from the first-person model for the MP40 in Red Orchestra.

For example, if your real-world weapon is 800mm in length, the length of the first-person weapon model should be 32,260mm.

Bones

Default Bones

The following bones are used for typical projectile weapons. Note that these are not necessary for all weapons (e.g., grenades, rocket weapons).

Name Description
muzzle The muzzle bone is used to spawn the first-person firing effects.
ejector The ejector bone is used to shoot shells out of the weapon when it fires. If your weapon does not eject shells (e.g., rocket weapons, grenades etc.).

Orientation

The +X axis ("forward") should be used to indicate the direction of a bone. For example, the ejector bone should have its +X axis pointing in the direction that shells are to be ejected.

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