Hello. I just wanted to share project i’m currently working on which i plan to bring to my asset store. 15 000 polygons, 4K PBR textures. Rig with facial controls. I will also make animations… What is confusing for me, since i’m new to Unity asset store. I’m not sure how should i animate fighting scenes. Should i animate with sword and shield already parented to the hand bones, or should i only animate the moves without weapons, so that developers can add their own weapons if the want? Or is that irrelevant? Also, how should i make him for example have sword in his sword holder, shield on the back, then he can walk, run like that, and at any moment grab shield and sword and use them? Or is that something the one who would use this model in game should make? I hope what i’m asking is making sense. Any advice, or guide to tutorial on issues would be appreciated.
@Tom_Veg I’d say its more convenient if the sword and shield are attached and animated. As a developer I could then just swap out your meshes and be sure it’ll still work fine. You probably also have moves like drawing the sword, where exact rotation and position related to the sheath are really important.
Thank you for your reply… Should i parent sword and shield to the bone, then parent that bone to hand bone, or should i parent meshes directly to the hand bone?
You can directly parent the meshes to the hand bone I guess. Unity just needs to understand its in the hand bones hierarchy. When using the humanoid animation system, you might do this extra step to get the animation of the sword/shield working: https://forum.unity3d.com/threads/humanoid-rigs-and-extra-bones.360979/#post-2338844
