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Weapon Switching
So I made a character and rigged him, I also made a weapon. I started to animate his walk cycle until I got to the hand (this was all done in Blender btw). This is my question, should I put the weapon in his hand while animating all the actions? Because I want to be able to switch between weapons in the game, but I don't think I can do that because the weapon will be part of the animation... right?? If I did it this way I would have to go inside the player's child's and delete the weapon then instantiate another one (please correct me if i'm wrong). I just don't think I have the right concept here how does everybody else do this?
Thanks!
Answer by AngryOldMan · Mar 18, 2011 at 11:03 PM
no don't stick it in his hand otherwise you will have to make and animate a model for each gun! the best way is to have each weapon instaniate in level and then parent to your players hand (make sure player has the right animation on him for each weapon because you don't want him to be holding a pistol as though it's a rocket launcher)
Oh ok so your saying make a different walk cycle for each animation? That makes since because like you said the animation for a pistol is a whole lot different from a rocket launcher animation. thank you
no don't make different walk cycles for each animation. Unity supports animation mixing and blending, with those techniques you can have your character walk correctly and shoot any weapon etc without ruining the walk animation. You only need one walk cycle but you need an animation per different shaped gun (so pistol, A.$$anonymous$$. and rocket launcher are all held differently), just so he holds it correctly.
Ohhhh ok I understand lol I like this way better because it's less work
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