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Question by TBiggums · Mar 26, 2013 at 01:20 AM · fpsblendergunmodeling

How does one make First Person gun and hands

So after modeling the prototype map for my FPS I am moving on to modeling the gun and hands things that are in front of the camera. I don't know exactly what they're called, so if you do not know what I am talking about then here is a picture. alt text Yeah. That gun and hand model seen in the First Person perspective.

My question is how should I go about modeling them? Should I model the gun and hands separately? Should I model them together? I plan on having multiple guns.

Also if there is a tutorial out there it would help. I can't find one.

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avatar image Benproductions1 · Mar 26, 2013 at 01:39 AM 1
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I suggest doing then seperately, but that can cause some problems with animations... does the character have to be visible in 3rd person?

avatar image TBiggums · Mar 26, 2013 at 03:05 AM 0
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No. There will be no third person view. So I wouldn't be wasting my time by modeling a bunch of guns?

avatar image Benproductions1 · Mar 26, 2013 at 03:08 AM 1
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In your case, you can go 2 ways: Either 1 model of the hands and many for each gun, each with their own copy of hands, for animation purposes, or you can just have each gun have their own hands with animations. The multi-hand thing is less optimised though, just fyi

avatar image TBiggums · Mar 26, 2013 at 03:21 AM 0
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Sorry, I'm a little confused. So your saying modeling 1 pair of hands with lots of guns is the best option?

avatar image Benproductions1 · Mar 26, 2013 at 03:32 AM 1
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Yes, but if you plan on animating the guns in your modeling software, you will need an exact copy of your hands, so you can produce the animations. You can then just give your hands all the animations and script the rest :)

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Answer by Honour-Demon · Mar 21, 2017 at 11:48 AM

I'm a Necromancer. Deel with it :). This is how ever still a seriouse answer.

One way to deel with FPS animation - Gunz are OP. Animation in Blender is simple and strait forward. 3DS is probebly better. Using Blender all the same.

If your Making a military type shooter, model the gun in the hand as a seperate mesh{Sub-Mesh, the lie}. A trained marksman uses his entire body to aim. Your not a "gangster" trying to aim with just your arms and luck from the hippy giant. Your a trained professional aiming from the chest using your eye/eyes to target{Line up a shot, or w/e}.

Then animate" a aim pose and a rest/or hip fire pose. if your freaking out about recoil and "aiming for distance from angle over pi........" in unity then give the gun it's own bone and parent it to the hand inhereting every thing, even rotation, obviously do not connect it to the hand bone, that would be counter productive.

Weigth paint the gun mesh to the Gun Bone 'or the Hand bone if your not using a gun bone.

In Unity, use IK for the left hand to snap it in place, you still have to atleast animate the left hand {none dominate hand} in more or less the right place for IK to snap correctly. Remember: in Unity IK is used for small corrections, not whole animations. You would have to ad a IK target to the hand bone in the right possition.

If you need a seperate model without a rig, just simply make a prefab of just the gun model mesh and apply simple colliders, etc in unity or export just the model from blender{where ever} without any rigging or special sauces. This is for weapons lying around every where ever if you have them.Oh and please don't use a mesh collider if your exporting a mesh from blender...ever...Just add simple ones from within Unity. That doesn't mean that mesh colliders have no use or are over complicated or expensive, but they are expensive.... So just don't use them.

I may or may not share some screenies of my FPS, as I am still in the process of making one, it may take a while. Logic is logic, don't forget that.

Edit: Forgot the second Method : The other way, especialy if your weapon has moving parts is to child the weapon to the hand bone. The first method only works vissualy. say your shooting bullets from the camera as apposed to the gun. This second method is for a completely independant object that can actually work on it's own with it's own animations and whatnot whit out to many issues. You can always refrance the hand bone in your inventory system to swap out weapons.

There are ofcourse other more expensive, processor wise, ways to tackle this problem...Im not sharing those.

No,..Seriously, Deel with my Necro Powers ., Spelling and Grammar not included.

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