I’ve been outsourcing my 3D animation and character modelling for this project. I’m getting ready to have someone create the next set of animations I need, but I have realized that I have an issue that I’m not sure how to resolve.
This next set of characters will be holding/using/dropping objects. (Weapons)
Now if they were just holding these objects, then it would be easy to just attach the model to the hand bone. But the characters will be holding the objects at different points, dropping them when they die, and so forth. This means that the object needs to be animated as well as the character.
For example, one character will be holding a musket, and he will have a marching animation where he holds the butt of the rifle in his hand with the rifle resting against his chest, but he will also have a running animation where he holds it by handle near the trigger.
And then there is the death animation where they are going to drop the weapon entirely.
And I can’t figure out how this is going to work within Unity. I’m receiving an animation file that I can easily plug into Unity’s animation controller, but how do I handle animation data for a second object? One that isn’t even skinned?
Sure I can create an animation within Unity to control the position of an object, but that’s a Unity-specific file, not something I can have an animator export from Max or Blender. Besides which, having it controlled within the Animator is going to be a huge hassle if I have to control a separate object.
The best solution I can think of is the contact the character modeler and have him update my character models to include the weapons as skinned objects with a new bone for animation. But this sounds excessive, and I’m not 100% sure what to be requesting with that, either. I guess the weapon bone needs to be coming directly off the pelvis? Or would it be easier for the animator if it came off of the hand, even though not all nimations will have it connect with the hand?