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Jan 19, 2019 at 5:21 history edited Theraot CC BY-SA 4.0
added 25 characters in body
Jan 19, 2019 at 4:26 comment added Sebastian King regardless I have a much better understanding now so thank you so much.
Jan 19, 2019 at 4:26 comment added Sebastian King Oh okay I think I see what you mean... So your weapons would have to have similar dimensions so that a particular animation can work for all of them? If so, unfortunately I'll be using downloaded assets so I might not have that freedom :,D
Jan 19, 2019 at 3:54 comment added Theraot @SebastianKing Sure, you can reuse the same animation for similar weapons. I suppose that is useful if you have a very large set of unique weapon grips. For your consideration: Many games will just have a fixed set of possible grip positions and pick animation based on the grips of the weapon (say weapnon grip type A, type B, type C, etc... and then there are animations for each type). It is a tradeoff on realism, have a look at the grip of shields in dark souls. There is only one grip and only works for small shields. You don't hold large shields like that. Most people don't notice/care.
Jan 19, 2019 at 3:38 vote accept Sebastian King
Jan 19, 2019 at 3:36 comment added Sebastian King Whoops, Fortunately, I am just doing a single player FPS so I will probably be using the floating arms method you suggested. I wont have to worry about any torso movement or head movement :) Based on what you've said, I'll probably go ahead with using IK as it does sound very useful. If I understood what you said, I should be able to reuse the same generic animations for different weapons (like say a automatic rifle animation) and running an IK pass over the hands... Does this sound correct?
Jan 19, 2019 at 3:29 comment added Sebastian King Hey Theraot, First of all, thank you for a very detailed response!
Jan 19, 2019 at 2:40 history answered Theraot CC BY-SA 4.0