- Home /
Rigging a bow to pull back
I'm watching this video and i like how it does this:
Thought 1: the bow will be attached to the player during runtime, and the player has a pull back, an aim, and a fire animation. The bow is added to the player as a "slot" using UMA framework. If i parent the string bone to the players finger bone, will the bow basically follow the player's finger during animation on its own?
Thought 2: I'm thinking other possibility may be to actually build the bow rig in to the player's rig, and animate them together. The bow rig will always be there, but the slot mesh wont be added, so even if the animation played, it'd be moving a rig with no mesh (drawing and firing an invisible "bow") obviously a player couldn't use this animation if they didn't have a bow equipped. (I don't need ik doing this, id just manipulate the bones how i needed manually during keyframing) Would this work?
Thought 3: Also, regardless of the previous questions, would this bow rig work with unity free? he uses ik, but i've seen unity free version assets like final ik, so im unsure of whether or not i'm limited by this.
In conclusion: I really hope somebody could give me some advice. otherwise ill just have to try both and see what works, and thats time consuming. Maybe one of you have tackled this issue before, and know a solution where I can get the effect i desire.
Your answer
Follow this Question
Related Questions
Bowman/Archer Aim Animation 0 Answers
Lightwave IK Rig -> Unity 1 Answer
Have IK track point when it is a child of the animator but not the rig. 0 Answers
run animation when should idle 1 Answer
Rig and animate a model in unity 3d? 1 Answer