I currently have floating guns with basic placeholder animations for idle/aim/kickback effect, etc. But I am trying to progress further so I added a fully rigged character to Blender, deleted the body but left the arms rigged and imported the arms into my Unity project.
But I’m confused on what the next steps are. I’m a tiny bit familiar with using the rigging asset then using the “Two Bone IK Constraint” to get the arms and hands to kind of grip a gun, but what if I have multiple guns that are all different shapes, with different positions, etc?
Is there any decent template to follow or some kind of order of things to learn and then implement?
I’ve been doing all my animating on Unity which probably isn’t good, and I’m very familiar with the Unity animator controller, all the settings, blend trees, etc, but I am still confused on creating semi-decent looking animations like holding a gun, basic reloads, etc. I have gun prefabs that are fully rigged as well, and I can animate the gun animations just fine, it’s very straight forward, but when it comes to hands animating on a gun is it advised to use something like Blender and then actually manually move each finger, knuckle, etc, wrap them around the gun grip, and then do it again for Gun #2, Gun #3, and so on? I’ve watched a couple animating videos, but how or where to start is the problem right now.