Need a point in the right direction for animating weapons.

I just really began getting into animation so bare with me… I have 2 questions:

#1:

I have been making a separate animation file for everything, example: pistol_idle, pistol_run, pistol_sprint, rifle_idle, knife_idle. Is this a good way to do it? I find it relatively easy to import the gun into file and parent it to hand and animate it. Only export the armature and make a socket in unreal and place it that way to the hand ingame.

#2:

What is the best way to handle weapon reloading animation wise, I am confused on how I should be setting up the bones, and what to do with the clip. I’m thinking the best way to do it is to export gun without clip and place it there via socket so I can just detached it and it can fall to the ground and remain there for a while and have a new one spawned to socket on the player hand and inserted into magazine well and then parent to other socket in gun. As far as bones I just make a single root bone at 0,0,0 and kind of center the rear of the gun on it.

Any answers would be greatly appreciated!

  1. I personally always import everything as one file, but there are no disadvantages when you split it up into single files -> then you dont have to import everything over and over again (when you add a new animation) :slight_smile: