I’m looking to setup a first person character with weapons in a style very similar to Battlefield 3/4, with Aiming down the sight and hipfire functionality, and a bunch of different weapons of different shapes and sizes. I have been going through a ton of the animation documentation and have learned a bunch about how to implement things inside the unreal editor. While there is some explanation of WHEN to use certain animation tools, like montages, blendspaces, etc, I am hoping to expand my knowledge to involve more scenarios that the tutorials might not have covered.
Question 1: Best practices for animation variations:
If I have 10 different pistols, and I want each animation to be different in terms of both speed and magnitude, what is the best way to approach this. For example, if I have a glock fire, it shouldn’t have as much visual recoil as that of a desert eagle. Do I need to create a different animation for each different weapon I make and play whichever one corresponds to the weapon I have equipped, or is there a way to procedurally modify the animation based on some parameters? What if for example, I want to introduce some variability into the speed a character reloads a certain weapon. Like when he gets an upgrade and he can reload his weapon 2x faster, the animation should play 2x faster. I am assuming there’s a way to do this through code without having to reauthor the animation. Am I correct?
Question 2: Blendspaces:
So right now I have a character holding his weapon in a hip fire position, similar to counterstrike. Then I have an animation of him going from hipfire to Aiming down the sites. Now I introduce a firing animation. I want this firing animation to start from whatever position he is holding the gun in, whether its from hip fire, aiming down the sites, or any frame in between the two. Are blendspaces the way to achieve this? 1D or Regular? Or is it something different?
Question 3: Best Practices:
Are there any practices I want to keep in mind when animating? Like do I want to animate using a ton of frames, and then bring into the engine and slow it down if necessary? (Similar to slowing down 120fps footage to 30fps for smooth slow motion playback rather than trying to slow down 30fps footage, if that makes sense)
I will appreciate any help anyone can provide
Thanks so much