Revolver reload animation conflict

Hello,

I was making an animation where the player opens the revolver and dumps the bullets out, when I realized there would be a problem. When I aim the arms up or down, since the bullets are part of the gun mesh and the gun mesh is a child of the arms, wont the bullets change fall direction? Whats a solution?

Hide the shells, instantiate new ones (which are not part of the model) and let physics take over. Then show the built-in shells when you are ready.

3 Likes

Oh wow! I never would have thought of it that way! Thanks :slight_smile:

Hey @drewradley . I dont think this approach is going to work.

First of all, I want the bullets to fall the same time every time i reload. Second, I dont want the bullets colliding with me, say if i were to walk forward. Third, how could I then make a second pair of bullets go back into the gun? I think these issues are ones that cannot be easily avoided.

But then again, It’s not going to look right if I manufacture the gravity of the bullets with animation. So, what can I do? Im using blender as my graphics design software.

Instantiate isn’t random: it will instantiate it precisely when you want it to every single time. Unity has a collision matrix which will allow you to make it so the shells don’t collide with the player. Put the bullets back in the same way you planned before; just turn them back on before they are in the camera view.

I know the instantiation isn’t random. I’m not new. I’m talking about the gravity. The bullets will fall and collide differently every time. How can I solve that?

Sorry. Didn’t understand what you meant. Thought you just meant the timing. Can’t help you there. I like a little chaos in my shell ejections - looks more realistic to me.

Then I might just do your way then. Thanks!

They wont fall the same because…Your reason about arms being up/down :wink: But you could apply a world-space initial force to make things a bit more uniform. But shells falling randomly is how I’ve always done it. Oh once I made a sprite sheet of a rotating shell and put an animated plane in the shell ejection area and so all those shells were actually just an animated texture. I think I used a particle effect once too with animated sprite sheet of a rotating shell.

If all fails, you can do an animation that makes the shell drop less obvious. I think that’s how most big fps games do it. Check out Call of Juarez gameplay vids.