Best Practice for humanoid animations with weapons also in rig

Hey there,

So, I’m currently planning out a new player animator controller and setup, my last one was a ‘shooter’ full body animator controller, which used Unity’s Humanoid retargeting, and in my characters rig, I didn’t have any guns in the rig itself, they were all controlled separately, and I did some hacky IK retargeting depending on which gun the character was holding, which I want to avoid in the future (which also meant the reload animations looked crap).

-I want to use humanoid animations, but wanted to know - is it still possible to play a humanoid animation on an avatar with guns/weapons in their rig as well? What’s the best practice for doing something like this, eg. do people just make a generic avatar instead, and not use any humanoid animations? Are there any good examples/tutorials/assets which have a good setup like this?

Thanks in advance.

Bump, would be great to get some sort of workflow ideas, any sort of vaguely related video/article would be helpful if anyone knows of one.

Hey Gadget - Late reply but related.
I’ve worked on a couple fps setups - creating animations, and they were all setup to use generic rig in the end.
I didn’t work with the final rigs in Unity beyond testing the animations - however having only the arms rigged and attachment points in the external rigs required generic for testing.

It seems most (all) of the fps rigs in the asset store are generic setup also. I didn’t see any that were humanoid.

Would like to know which direction you went for your setup, and why.

That makes sense then, doing it the generic way. At a very early stage of development, I had an FPS setup that worked with 100% humanoid (it was a full-body FPS character though, not just arms), but to put it bluntly, it looked like crap, because the rig didn’t have the gun bones on it, had to do a hacky event thing to get separate animations to play on the guns at the same time that the humanoid animation was playing on the character.

I eventually moved over to a generic rig, which worked much better, and I think for my next project, I’ll be doing generic as well. Thanks for the reply!

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I’m having same issue with humanoid rig, I’ll give a try with generig, because there is no way to do this correct and simple with humanoid :frowning: