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Will you be adding animated hands?
- No. Due to controller geometry there is no way to have many smaller objects placed 'correctly' such that they could be realistically held by a posed hand, while still having them placed relative to firearms in a way that controllers don't smash into each other.
1. Objects in H3 can be incredibly small, and need to be placed into other objects in close proximity to another hand. An example is chambering a round into a specific revolver cylinder, loading some of the smaller magazines, etc. Because of the shape and size of the controllers, there is no 'pose' that a hand can be in, and still be placed _where_ your hand is, holding certain objects, and still be able to perform certain actions with them. This is _why_ small objects like cartridges are 'floated' fairly far out in front of where your actual hand is, and why the 'interaction sphere' is as well.
2. There are already over 100 firearms in the game, magazines for each, many melee weapons, dozens of attachments and dozens of miscellaneous objects. Further, there are sub-interactions (bolt handles, stocks, etc.) of those weapons. Moreover, many things like bolt handles would need to be grabbed from different angles/poses based on which hand was grabbing them to make visual sense.
Authoring 'hand poses' where it actually looked like you the player was _holding_ those objects (not just some crappy generic pose), would cost six-figures of an animators time. I am not kidding, I have costed these things out in past contract projects, and I have a decade of experience doing so. This is not even counting all of my re-implementation time.
3. Frankly, if I were to do a 'realistic' hand, I would, bare minimum, want at least two shape options to better represent gender difference in size/thickness of fingers, and if skin tone was visible, have a bunch of options for it. To not do this and do the 'usual' thing that is '♥♥♥♥ it, just white dude hands', is worse than no hands as far as I'm concerned.
4. The entire game has been built around a 'fixed' interaction zone location (the sphere). Doing hands well would involve re-engineering almost every interactive object in the game to respond to the appropriate 'place' on the hand. I.E. palm-grabbing large things, finger-grabbing small things (as I need the precision no matter what due to how small things can be in H3).
5. (opinion here) VR Hands ♥♥♥♥♥♥♥ suck. They don't move like your hands. They don't feel like they're your hands. I'm sorry, but I've been in VR non-stop for the past two years, and after that amount of time they feel just as artificial/abstract as a controller model. Until we have some sort of controller/glove that _actually_ tracks the _real_ position of all of the player's fingers, I'm flatly not interested in the concept.
There's a bunch of other minutae, but this should get the point across. Putting hands in H3 at this point would be an incredibly expensive, several month diversion that also raises the implementation complexity of every new object I add to the game. It's not a priority of mine, and it is _never_ going to be a priority of mine as far as H3 is concerned.
*edit* This is the one you get (in terms of acting rude and still getting a response from me.) If I post a reason for something in an FAQ, or on this forum, it is a thought out reason backed by over a decade of experience in this medium, in personal and commercial work. I know what I'm doing, and bluntly, given the complexity of the game delivered thus far, I expect the benefit of the doubt, not "oh that's just excuses". You have no idea how grating it has gotten, getting everyone's back-seat devving and know-nothing comments on 'how easy' something is, from people who have no clue. These are my terms if you want to ever get another response from me on a topic.
By all means, go ahead and program the hands yourself and send them to him.
And the hand model problems make 100% why they can't be used, right now.