Okay… so, I’ve refined the question below to a better, more specific question:
My new question is about making a child snap-to influence on runtime.
I’m creating a Photon based RPG. In this RPG there are many elements I must focus on at this point of creation:
->All player models should be able to access all the same weapons and shields
->Weapons can be sheathed
->Players can run/walk with a weapon wielded
So, here’s the obstacles;
->Player model must have a sheath bone
->Weapon must be able to become a child of both the hand.R bone and the sheath bone, switchable on runtime
->Sheild must be able to become a child of both the hand.L bone and sheath bone
The questions are mainly about blender structure, and unity parenting.
Should I have a weapon bone at all times so a weapon could be used in ANY animation?
Should I have a shield bone?
how do these retain location/rotation? the shield and sword inherits rotation and position of the bone? How do I determine “influence” as labeled in blender within unity? Influence makes the weapon closer or farther from the bone parented from.
I also believe that just as the player, I should put each weapon model inside of a prefab in unity. This way I can create/destroy weapons when equipped?
a sequence of events just to make sure I’m understood:
player.Spawn();
weapon.Spawn.state=sheathed(childOf(sheathBone));
player.Weild();
weapon.state(childOf(Hand.R));
player.Animate(walk);
this is just a pseudo code, and wouldn’t work. I’m just making sure the logic is correct before I jump into animating the player.
I can add some blender screenshots later.
EDIT: Thanks to AlejandroGorgal I’ve gotten the following result:
Using Pre-defined place holders from the blender file, I was able to actually child the imported models to the fixed models and render them with no material.
The Sheath is a empty game object, but the animSword is a no material blender object. For animating the equipment it just seemed more logical the equipped weapons inherit the animated weapons’ properties?
Is this a decent method?

