I’m trying to create a first person shooter with visible hands and a firearm.
Both the hands and the firearm have multiple bones that are animated and I want the hands to have different models depending on what armor the player is wearing.
Currently, I have two split Skeletal meshes and skeletons - one for the gun and one for the hands.
I can import the seperate baked animations for both just fine and testing a few animations works without a hitch, however I’d like to know if there was a better solution to this problem.
If I was to set up animation montages, I would have to identically recreate them for both the gun and firearm skeleton - so I could create desynching and errors every time I change one of them and forget to modify the other one
Is there a way to create animations that make use of multiple skeletal meshes?
Simply attaching the weapon to the hand like in the ShooterExample won’t work because I want to have multiple bones on the firearm aswell.
As seen I have both “pretty much ready”, however I am having trouble seeing how I could best implement firing off what animations are meant to be played without having to put a lot of possibly unneeded effort into making sure the animations don’t desynch.