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I've been thinking a lot lately about ways to make humans in Trespasser. I was thinking of having a human with their hands forward as if they are holding a weapon, you could rig a raptor's head and neck to the human's hands and arms. To make the human less stiff, you could also rig the raptor's tail to the human's head to make it look like they're looking around when the raptor wiggles its tail. You can then give them a weapon like a knife or a gun using CEntityAttached, or not and they are just trying to strangle you.
The arms idea is probably feasible, but it might look weird due to the way the neck can stretch and compress while the CAnimal looks around. At least then it would "aim" the gun at you. One problem however is that the CAnimal's skeleton will always try and retain its default shape, so the bones might end up horribly out of position at times.
My best concept for this is to simply rig the legs only and leave everything else static, attached to the body bone. Pose the arms so that they're holding a gun and attach the gun to the model itself, then use the scripting for the spitting dilophosaur to have a few animated mesh frames where the character raises and fire the gun instead of the frill extending outward, and instead of a spit object being launched, it would be a bullet. Since the CAnimal's head would be invisible but looking toward its target due to the fact that the spit action is triggered by ActBite, it would be firing an aimed shot as well. There might also be a way to attach an actual gun to the CAnimal and have that be what fires the bullet, but this seems imprecise and difficult to integrate into an animation unless you used an invisible gun which is what fires instead. This was what I had planned on trying for RTJP, along with simple static human meshes which would use triggers to animate and fire.