Really my question is how to orient the gun rotation correctly in game and how you animate the gun when both objects(gun reload and hand reload are separate meshes) are two separate animations.
I think most games uses a retargeting system to make this work. So you have multiple animations and blend them together into one. So you can run at the same time reload a gun. The legs will be playing the running animation and your arms will do the reloading. Still, need a lot of animations.
My character starts out without a gun (its survival) but finds guns later in the game. I want to have the gun holstered first then taken out, which then leads to the reload and fire animations. I know you can do the firing in IK if you wanted to but what about the reload with the clip? The problem is that I don't know…
I am animating them both in engine for the reloads, I use the link constraints (for clip) and then I export them separately to the engine. I don't think this is the best technique though, if your willing to give me a better workflow that would be SO helpful. Or any links to better documentation and I am using 3ds Max 2016.
If you aren't using IK in game, then you need to animate the reloading animation with your gun inside you animation software, and then export this to the game engine. Orient the gun rotation inside the game is engine specific and there is a lot of way to do this. The most common for objects that attach to character is…
So to get this right: I have a starting animation, which has the first frame in t-pose. I use this starting animation as a way to get weapons onto my character in a way where its streamlined and I can spawn them onto the wrists. After that I am free to make new animations that return the character to a default gun stance…