hold grips
One grip per kind of thing held, not per item. A pistol and an SMG are held the same way, and so are a dagger and a long sword, so where the hand holds an item is set for its CLASS: adjust the grip on one sword and every one-handed blade follows.
| class | held like | Tonio's weapons |
|---|---|---|
pistol |
a handgun, one hand | Pistol, SMG |
rifle |
a long gun, two hands | Assault Rifle |
heavy |
on the shoulder | Rocket Launcher |
melee1h |
a blade, one hand | Dagger, Short Sword, Long Sword, Plasma Blade |
melee2h |
a long blade or a pole, two hands | Hand and a Half, Spear |
bow |
a bow | |
shield |
on the forearm | Buckler |
import { holdClassOf, holdGrip } from 'tosijs-3d'
holdClassOf('Long Sword') // 'melee1h'
holdGrip('Long Sword') // { x, y, z, rx, ry, rz, scale }: the class's default
holdGrip('Long Sword', { melee1h: { ry: 170 } }) // with your adjustment
A grip is the item's grip point and turn in the hand's socket frame (metres
and degrees; see character-builder's Hold). An item not in the table is
held as a pistol; pass your own table as classes to name a library's. Only the
pistol and melee1h defaults were placed by hand; the others start from the
nearest of those two until someone places them.
Pure: no DOM, no Babylon.