Star Citizen: Bugsmashers - Episode 28
Transcript — every row opens the video at that moment
- 00:00:07
[Music] Hey everyone, welcome to Bug Smashers. Today we're going on the other side, the right side. Bug Smashers. Hey everyone, we are here in the awesome test level again and I have down that hornet from last week which we're using to test out the new item system and it has some fun little red balls because well things break. But that's actually some of the items. I think that's the shield and that's the cooler. So let's plop down. And unlike last time where I had a little debug text on the top, we're now using uh the inner thought system. Um, and
- 00:00:57
this bug is when I get inside my weapons, which you can you can see on the player actually are still visible and clipping through geometry. So, um, what the animation guys wanted was a way to turn on and off at least the models. So when you plop in the game, your models basically just vanish and then when you get back out, they appear again. So let's turn off the free cam and let's enter the seat, see what it looks like with the models. So as my guy climbs up, you can see the guns are right on them. They clip through everything and
- 00:01:45
the clip through his hands and his legs. All right. So if we leave the game um pop into the code. So what I have done is I created this um new bit of code called a proc clip. And what it does is allows the animators to basically specify if something should be shown, hidden, or just keep the state as it is. And if they're playing an animation, we have a enter and a um exit state. So if we're playing an animation and we enter it, we may want to hide the weapon, but not necessarily show it again after the animation is done because we may have
- 00:02:31
another set of animations. So then whenever the animation plays to show the the weapon then they could set it accordingly. So what I did in my test is anytime I play the idle animation which is right here. Uh, it plays all this fun little anim animations for like GeForces and look iike and it will actually play this um procedural clip which will when the animation plays it will hide our weapons and when it when we leave the exit it'll show the weapons. But again animators could if they want to get rid of this and change it any which way. So, you know, as you're climbing up in the enter, it hides it. And then when you sit down, it's still hidden. And then
- 00:03:19
when you get out of your seat during some animation, it plays. So, uh, so these are the the params. So, basically, all this fancy dancy stuff right here gets set up in this spot. And then this is the actual procedural uh clip. And as you can see, when we enter, we set our states and we update the weapon visibility when we both enter and exit. And what we do is if depending upon if we show or hide, we tell the player suit manager, hey, we want to hide our weapons. And what this guy does in the player suit manager, it actually goes through all the item ports that we have. And if they're weapons or gizmos, it will basically hide all the ports and
- 00:04:09
any subports. All your magazines, your extended attachments will be hidden. And then once this gets triggered again, we'll make all that visible. So, uh, before I had this code disabled to show you guys what it was before, and now I reenable it and recode everything. Uh, recode. Recode. Awesome. Ah, and recode finished. So, if we plop down in the game, open up our ladder, open up our canopy, and of course, just for a sneak peek, you don't have to do just one. You could actually hold F and select some other interactions. So, I could actually open
- 00:04:57
up uh the co-pilot canopy. All right. So, let's enter quickly. Turn in our free cam. And as you can see, our weapons there. And then as soon as we play the idle animation, poof, it's gone. And then I turn off free cam. We'll disable wrong thing. We'll leave the seat. And what do you know? Our weapons are back clipping through everything. So, of course, they have to get tuned. and I hit a button to leave the seat. And so, of course, this will have to get tuned by the animators so that certain anim will turn them on and off at certain key frames of the animation. But for now, this works for fun little
- 00:05:45
tests. And I'm sure sometime in the future, we'll have a nice little res in and res out effect so it just won't go. But for now, it just vanishes. Hope you guys enjoyed and I'm out. So, we had a little fun bug with our new item system where if you go up on the ladder and you sit down, your weapons all clip through everything. Uh, that's actually happening right now in the current game, but we wanted a way to address that. And since we have a whole bunch of wide ranges of cockpits and all crazy things, it's going to be hard to hide them, especially when you have big suits, small suits, and all that fun. So, what we decided to do was res out the weapons um when you get down into the seat and depending upon what area of the animation you're in, we'll show and hide them. And so, we added a little prop
- 00:06:34
clip to makes it so that the animators could do that. And now we just got to add in the res in res out effect. And then we're good to go. Hope you guys enjoyed. Till next time.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

