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Hello there, i have a game where a character has for example x skills for melee weaps and y skills for magic weaps. (Each skill has its own animation). Whats the best way to organize the animations in my game? Should i keep all the animations on the char? If so, how can i also animate the weapon in his hands? Also if a unique weapon has a unique animation how can i pass it to the char?
Thanks :D
I pass animations to my character, through my weapons, by calling a function from my weapon to my character. Something like so:
AnimationController.AttackAnimation(animationReferenceHere!!);
And that is it. The above function will then play the animation on the main character.
Thanks you! but how can i create the animation of the whole char on the weapon?
Answer by MiraiTunga · Feb 13, 2013 at 11:17 AM
You will probably have to keep the animations on the character and attach the weapon to the character using IK or by adding the weapon as a child to the character depending on how complicated the animations are. You cloud tell the character to do the right animation by creating a bool value in the animator (i assume ur using mechanim) and the activate this bool if a collider on the specific weapon makes contact with the collider on the characters hand the the bool becomes true and the animation sate becomes ready to play etc ...i hope this helps!
hmm sounds good, but i have problems with joints, could you give me a video or a similar tutorial? :)
Dont know any vid tutorials just the mechanim one that's the one i used for the stuff i am working on right and . i am using colliders to change animation states ... what problems are u having with joints? if u realy stuck and have skype i cld take u through it!
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