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Using dummy as an attachment point for handgun
A character and a handgun made in 3ds max. Character can put the pistol in the holster, he can take it in right hand, aim etc. In different situations pistol should be positioned very accurately. Is it ok to use dummy on the hand, another dummy on the holster, and another dummy on the pistol to specify the exact point where the gun should attach? I mean, I can't attach handgun to hand or holster directly, it should be aligned very accurately with very specific angle. Each pistol has different size and also should be positioned slightly different in the hand. The gun should not be absolutely parallel to hand bone because naturally you don't hold your hand aligned with your handgun, but slightly different angle. So, my idea is to use dummies to specify exactly the rotation and position of the handgun in hand. And you just attach pistol dummy to other dummy to follow the position and rotation angle. Is this idea possible in Unity? I mean 3ds max dummies. Is there any other better way for this?
Answer by HarshadK · Jul 31, 2017 at 07:45 AM
You are on the right track.
Is it ok to use dummy on the hand, another dummy on the holster, and another dummy on the pistol to specify the exact point where the gun should attach?
So, my idea is to use dummies to specify exactly the rotation and position of the handgun in hand. And you just attach pistol dummy to other dummy to follow the position and rotation angle.
Yes, you can use empty gameobjects (dummies) to achieve this.
Is this idea possible in Unity? I mean 3ds max dummies.
Yes, it it possible in Unity using empty gameobject as dummies. Haven't worked with 3ds max but I guess Unity will import the dummy as empty gameobjects itself.
Answer by theANMATOR2b · Jul 31, 2017 at 07:50 PM
Just make sure you do not convert dummies to bones in the fbx export dialogue.