Weapon Mount Points

I’m currently working on a melee based game in unity, and I’ve hit a bit of a bump in the road. I need to add weapons onto my character. Is this done using mount points created in unity, or in 3DS max?

I create mount points in 3DS MAX since it gives me the option of animating them during animations where the weapon shifts in the hand, but you could do it either way.

You just need a designated object (or objects) in the hierarchy that you’ll use to position and parent a weapon to in script in Unity. Doesn’t matter if they’re bones or empty game objects.

Is there a specific name you have to call the mount in max when you export it (like renaming the bip01 to rootJoint when using motion capture data), or can it simply be called “weaponMount01?”

Hi Sycle,
I’m new in the Unity 3D universe. I doing some research about mounting weapons and perks to my characters.
Just to be sure about what you said:

  • First I have to include in my 3ds max character a special Bone, or invisible item like a controller.
  • Animated or what not, then export it.
  • Import it into Unity 3d, and, once inside our scene, look for my mounting point in the hierarchy of the imported character.
  • The rest of it should be script work, creating instances of weapons and other assets into that mount point.

Did i get that correctly?

mireles001:

A couple of things…

First: Be aware that this thread is more than two years old, so you may be digging up a shallow grave.

Second: What Sycle is saying is “any object will do”. If you need to build geometry and/or want to animate this object externally, then you should do this in your 3D package. If you simply need a location to spawn an new object, you can do this with an empty GameObject.

Thanks for your response Little Angel.

And yes, im aiming to create and animate a character with a “mounting point” in its hand. Since it will be running, walking and whatnot I believe that i will have to do this in my 3D package (in this case its 3ds max).

Thanks again, have a super Thrusday!

You can do this either way…

In Unity, you can simply create a new empty GameObject at the correct location (hand) and use that as a point to place your objects.