Hey,

sorry for the late response, here's a compilation of responses:

Modeling/Rigging:
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What determines the placement of the weapon on the character, i.e. on the back or hilt
-- there is a dummy in the character rig per weapon type
What determines what sounds the weapon uses on impact?
-- material type in the settings of the material


Animation:
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I think the most crucial thing right now would be making the sheathed/weapon bone location match that of the AnimType, or adding a new field to specify that.

If you want it sheathed on the back, you'll need to make it a staff (or a spear, etc.).


Stats:
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Short answer is - you can't add new weapon types, he'll have to reuse Single-handed.
Can't do custom animations.
But he can have custom animations for all single handed weapons.
He can also straight up remove one of the weapon types, like Spears, and add his own instead of it.
Animations are defined per character template but only for existing weapon anim types


So in summary:

While some parts of the weapon system are available, there are several code-supported elements that are more or less inevitable. So making a completely new weapon type will currently be impossible. You'll have to reuse an existing one. Sheathing location is determined by a dummy in the character rig. So not per weapon, but per weapon type. In that sense, if you make it a staff, it should sheath on the back. (We're still working on making an example character rig available)

I'll be talking to the appropriate people again once they are available (some people have holidays right now smile ) to get more precise info on what's possible and what we could do further. So if there are anymore specifics you need to know, be sure to post them.

Sincerely,
Kevin

Last edited by Larian_KVN; 02/10/17 12:48 PM.

CTRL+K the elf