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Using Third Person Animations with First Person Hands
Is it possible to use the fully body animations with first person arms that are rigged with bones that are the same as would be on an arm with a full body rig? Or do you have to make a separate animation for third person and first person arm rigs?
Currently the player is able to switch between first and third person views. The first person view is separate from third person and uses culling to hide the third person body and vice versa. I want to be able to have the animation viewable in first person, but I would use a separate animation controller and hand positioning.
Are you talking about some kind of first to third person switch? or multiplayer perhaps? What is the context, because there are are different approaches to this problem.
I will add on to the main text to clarify
But why would you wanna hide the third person body in first person? It would work correctly if you don't hide it?
Answer by CalisIAm · Oct 22, 2015 at 08:27 PM
The only difference between a third person and first person game is the position of the camera. So I am not sure what you would need two rigs for. Make one model that has it's whole body, and set the camera to be in a first person position were you only see your arms?
I am not sure what having two seperate rigs will do, what one rig cannot do, whether it is possible or not.
The only base difference between first person and third person shooters is the position of the camera?
Absolutely false. You shouldn't answer questions you don't know the answers to. 3rd person games render the entire character model, where 1st person generally only renders the player's forearms.
Answer by PictonicStudio · Oct 22, 2015 at 08:36 PM
For this kind of animation you could use Animation Layers. Just use the same rig for first person as third person, and then use the Avatar Mask to additively add the first person animations.
Answer by meat5000 · Oct 22, 2015 at 11:53 PM
Observing player animations from a first person perspective can be quite...well....dull. It can look crap.
What a lot of people do is use a similar rendering/layering trick which is used to prevent your gun going through a wall with disembodied arms only visible in the camera near plane. This can often involve separate animations. You could mask your model in the Modeller and export just the arms and hands. This way you can sync the animations and position the arms more effectively on the screen.
Do note that when it is done badly it is hugely noticeable.
There should be something of use in this search.
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