Carm3D Posted September 13, 2017 Share Posted September 13, 2017 Hello, I don't have a clue how to do this, but I have a theory how it would work.. If I wanted a character to hold on to a weapon, should I add a bone to my rig where the weapon would belong (like a bone just above his palm), and then I can tell the weapon to be a child of this particular bone referenced by the bone's name? Also as a side question.. Can weapons (or any other models) have multiple shaders? Like if I have a metal sci-fi weapon with rubber tubes sticking out of it. Can I apply a metalish shader to the metal parts and a rubber/plastic looking shader to the tubes? Thank you!! Quote Link to comment Share on other sites More sharing options...
Phodex Games Posted September 13, 2017 Share Posted September 13, 2017 If you want to, I could explain this to you more detailed in out next "lesson" ^^, but yes it pretty much works like you explain it. It can be a little bit confusing to make the weapon/item appear correctly inside the characters hands. You need to take care when setting the origin of the weapon. This can get more difficult, when working on a range weapon, especially when you visually see the projectile (e.g a bow/crossbow). Quote Link to comment Share on other sites More sharing options...
Carm3D Posted September 13, 2017 Author Share Posted September 13, 2017 Yeah I've been thinking a lot about this.. I think with two-handed weapons the character from the neck-down would need to be turned roughly 45 degrees so the weapon can comfortably aim straight ahead. This would also need it's own kind of walk animation. Quote Link to comment Share on other sites More sharing options...
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