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Looking Glass


Fingernail

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One possibility is to use a version of the animation used for the PDA. A hand (or two) is visible raising it up to the eye, and then the screen switches to the looking glass viewscreen.

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Question: If we're using body awareness, how will this work with the item use? In T3, they actually had the body pick up the item and hold it up in front of the camera - in which case we won't need a "hand mesh," since we can just use the one on the body.

Yes indeed. If we're using the Thief model in the same fashion as T3, implemented better of course :), the animations will all have to be handled by our Thief model. While it is going to be first person we still have a full bodied model.

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I can see only half of the image (maybe this is intentional) but so far it looks good. What I want to know is this: Are these two seperate meshes? The question is how we should animate it if not. I think it is beter to have them as seperated models. This way we already will have another prop ready when the looking glass is ready and it is probably easier to animate and use.

Gerhard

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You might need to lengthen out the arm a bit, but beyond that...slick. ;)

At first I only saw half of the image. Seems to be a bug, because I noted this on other occasions as well with Netscape. Now I realized that this the looking glass with a hand attached. :)

 

I thought that it is the looking glass from the original games with the podest associated to it.

 

Hmmm... I wonder if we need the hand in there? Of course concerning the modelling it looks much more realistic that way, because gripping the LG with an animated hand might be harder to do, in order to look good.

Gerhard

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Either way we will need a handless version, to use in the inventory screen. Could also be used as a loot item with a fancy texture.

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