It would be nice to "parent" them to the chest (instead of an non existing weapon bone) without parenting them in the hierarchy, but creating some points (rifle socket, bazooka socket, pistol socket) which are outside the whole skeletton hierarchy. But still then, the weapon-bones are not linked and we'd need animations for all of them. When we create it for one of them, we would have to add these bones to all of them. None of them has a weapon bone or weapon animations. Then there are some basic questions, where I haven't found an answer yet:ฤก) Where to put the weapon? Usually it would be a child of a weapon bone, right? But the humanoid avatar does not have a weapon bone and we probably have about 5 rigged game characters and we want all of them to use weapons. I am playing around with this for quite a while now and I guess 99% think of IK systems when they implement weapons on an enemy character which has to aim at the player or in TPS games, when they add weapons to the player character. Put a Rig Builder here, a Rig there, add Constraints and you're done. I've read the blog and watched the GDC talk about 10 times by now and I feel like I understand nothing.
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3/19/2024 12:40:28 am
I have been following you from the beginning. Sharing knowledge about Automated rigging streamlines the process of character animation by automatically generating skeletal structures and controls. This innovative technology saves time and effort for animators, ensuring consistent and efficient rigging across various characters and models. With automated rigging, complex movements and animations become more accessible, empowering creators to focus on creativity.
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