In a FPS perspective, I want to pick up items from the scenario in a more realistic way - showing the arms/hands animation of the character for the player.
The point is: is this something too hard to perform? Can someone enlighten me of the steps to transform this idea into reality?
Please, avoid comments like “you’ll need a full-stack team who know how to program, design; you’ll also need money, advanced knowledge in 3D animation, physics, etc”. What I need is technical.
Edit – better explanation
I don’t want a tutorial explaining how to create the arms’ animation. I just need to know how to say to UE “hey, when the user press the right-click of the mouse, please, run this animation unto that item.”.
Hi there,
This seems like a good scenario for using an Animation Montage. We use Montages fairly often for playing attack or interaction animations as they can easily be called from a Blueprint and they can override whatever else is playing on the character at the time. They require a small bit of setup in the Animation Blueprint.
Hey guys, thanks for your answers! They were very helpful!
But I get myself confused. Ray told me that Animation Montage is a good scenario to turn my idea into reality; otherwise, JBaldwin mentioned the “Stage Freezes” and now I don’t know how to keep going. What’s the best/right/easiest way to take? Ray’s or JBald’s?
And about JBald’s post: dude, you was very very clear in your entry. I had a piece of the logical concept right in my mind, but you clarified me some questions about my problem in general. I mean, you showed me a concise way that’ll shape a better flowframe of my business.