Tea Monster, on Jul 11 2010, 10:36 AM, said:
I've not studied the anims closely, but one trick is to use a different model for the cocking. You would stretch out the main one, and switch the models for the cocking one in the def file.
Actually I was experimenting with this when I decided to make a new shotgun altogether (which I never got around to though). Anyway, You just need to scale the thing after it's animated and it should look ok. Might run into problems with polymer down the road though with shadows etc not looking right. But you probably won't know for sure if that's an issue until after you try it.
The best option is of course if the engine would support rendering the hud models at custom fovs. This is the most common trick used, usually the guns are rendered at say 45-60 while the world around 75-90. Since the guns are placed very close to the camera, cover a large part of the screen and have some part that goes behind the camera the stretching is more obvious than on the world.
Edit:
Roma Loom, on Jul 10 2010, 06:07 PM, said:
Some games just use stretched down HUD weapon models to make them look normal, some games render HUD weaponry with FOV that's lower than world's FOV. STALKER weapons are stretched down by the depth axis that's for sure because I've ripped a scene via 3D Ripper.
Actually that's probably just the side effect of 3D Ripper assuming everything is at the same fov. You get the whole world scaled along the depth axis if it rips at a different fov then the game renders it at, the guns are probably just rendered at a lower fov.