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Question by Virtual-Addict · Jan 18, 2016 at 02:16 PM · animationsmodelsfirst person shooter

FPS Weapon / Hand animations, work together independently

I need some guidance regarding animations for arms and weapons in an FPS.

I have seen tutorials where each gun model also contains the Player's hands / arms, this way one can simply switch all the different models on/off as they browse through their weapon arsenal.

This approach however does not work for me, in my project, the Player is able to choose from a variety of characters and customized armor. Therefore the weapons need to be separate/independent from the arms as their 3D meshes can vary.

My idea was to place an empty Gameobject at the palm of each hand and use that as a reference point to place the guns, which are then children of the hands. However it seems complicated and I cant imagine I'll be able to make good looking reload animations for example where the hands need to interact with the weapons in a very specific manner.

How is this done in games like Fallout, where the Player can select from all sorts of armors which will load in different meshes for the 1st person view?

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avatar image Cherno · Jan 18, 2016 at 02:54 PM 0
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There is one set of rigged and animated hands, which animations for all the weapon reloading etc. These hands don't even need a mesh, only the bones. In the game, the correct rigged hand model that has the same bone structure but no animations is then given the animated bones. The end result is that different hand models can use the same animations without having to create animations for each set.

http://answers.unity3d.com/questions/44355/shared-skeleton-and-animation-state.html

avatar image Virtual-Addict Cherno · Jan 18, 2016 at 03:28 PM 0
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That's not what I meant, I understand I can use the same bones for all 3D hand models. Let me explain a bit more about my current setup.

Right now, in Unity, I have a weapon model, it has a draw/holster, reload and fire animation. Everything else, such as gun-bob, recoil, gun sway, is done via code and not animated. I now need a pair of hands to follow the gun model in a realistic fashion.

For example when I reload, the gun is moved to the side and turned, the magazine comes out, then the slide moves back, ect. I just need the hands to follow these movements and do their part, which I find difficult to do, since the guns have their own rig and do their own thing, independent from the arms. The reason I handle things like recoil, iron sights and such in code is because I want these features to be modular and influenced by a perk system.

I believe I went about this the wrong way entirely, but I can't think of anything else. So I'm wondering how people set up child / parent relation in their games. It would be easier if the gun followed the hands, but then I don't know how to set up the recoil or gun sway correctly so that its not affected by the animations and can be adjusted with the perk system I'm intending to use.

avatar image Cherno Virtual-Addict · Jan 18, 2016 at 05:43 PM 1
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  1. Combine animations with I$$anonymous$$ targets so the hands stay where they should even if the gun is moving

  2. Limit the amount of movement a gun does when playing reloading etc. animations; I would think that most games just cancel any bobbing movement while those kind of animations play.

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