I have a theoretical question as I move into tackling animations and animation Blueprints within my game project.
I have purchased Kubolds Rifle and Pistol animation packs. They have all the animations I need for my game so far but there is one small caveat. I am attempting to make a true first person shooter, with your character model being the same in both your first person view, and to your friends in coop mode. The problem comes when i think about implementing an Aim down the sites animation state. I’m planning on having multiple rifles, with multiple attachments each, which means the visual aimpoint will be slightly different not only for each gun but also for each sight variation of each gun.
What would be some suggestions for a good way to approach this. I’m assuming for most guns of the same relative shape and size, (aka all rifles) that you would use one aim animation for aiming, rather than one for each specific weapon. For example I find it hard to believe that for a game like Battlefield 4, that has like 30 rifles with about 8 sights each, that they had 240 unique aiming animations, and then the same again for the LMGs, Shotguns, Pistols. ETC. But if anyone has any thoughts or information on this, please feel free to share.
Can you procedurally add some offsets to animation data using Unreal engine? Like could I use the basic rifle AIM animation, and then add some slight offset to maybe the hand bones or something so the sights line up exactly with the center of the screen?
Thanks in advance for any ideas or information regarding this