As I said, let’s say I want the character to pick up one of the books on a bookshelf. I want it to be as realistic as possible. I want the character to play the animation (reaches the book) and make the book stick in the hand of the character. How can I do that? I’ve tried to search for the tutorial on youtube, google, fiver and more for the technique. I want the idea and how I can create this system. This technique I’ve seen Far Cry Primal game has made it right. As Takkar (The MC of the game) cut down plant resources, he holds the plant with his left hand and cut it with his right hand. It so realistic and 100% accurate. I want the idea on how they do the system. It’s the same thing as what I’m looking for.
I’m not sure as I’ve never done it myself, but I can think of two approaches:
- Have an animation for the character pre-made and set up the bookshelf and book so they’re positioned and sized perfectly to fit the animation. Before the animation starts, play another one and position the character in the exact spot needed to make the animation fit.
- Still run a position-the-character-in-the-right-spot animation in front of the bookshelf, but then use inverse kinematics to allow more flexibility in how high or far to the side the character can reach for other books. If the book is far enough that it looks weird when animating, then animate moving the character closer first. If the books is too low, then the character’s lower half (blend per bone) crouches. if it’s too high, they stand on tiptoe.
This sounds pretty difficult. I am sure I missed something but I hope you can figure it out or if someone on here knows.
Thank you for the reply. Your answer is quite general but, I liked the idea of using the IKs skeleton. That’s a good idea to make the character move towards the actor more accurate. I’m looking for something more specific, something like, how can I attach it to the character as a socket? I don’t want the actor to be teleported but instead, the character actually grabs the actor.