So I have drawn this basic mockup for a character (based on the character from Baron’s Gate) and separated him into a character sheet which I have then put together in Unity:
Now I want his head, left arm, right arm, bow and arrow to always rotate where the mouse position is. I was wondering what the best set up for this would be?
The first thing I’ve done is to parent the Bow Arrowto the Right Arm, so that rotating the Right Arm would rotate the Bow Arrow using the Right Arm’s pivot:
But this of course doesn’t work with the left arm, as I need the left arm to rotate on its own pivot. I suppose I would now script the Update function on the Archer character to rotate the Left Arm based on the mouse position.
If I rotate the right arm on its own pivot then it sort of works, but doesn’t really line up, and leads to this problem:
As you can see, his Left Arm is now no longer long enough to be able to keep his hands on the bow. How do I deal with this?
I seem to be missing something here, or am I just way off. Should I do it completely differently?
edit: Never mind, after thinking about the pose angles a bit more, his left arm really should start from further back, thus allowing his left arm to rotate from a pivot much further back…