So if you look at some of TwinBlast’s animations you can see his guns come out of his arms and are scaled up to create this effect.
And when you export him as FBX and import into Blender the guns come with his mesh, they are apart of it but are controllable separately. They also have their own dedicated bones in his skeleton hierarchy.
Does anyone know how to do this to an existing mesh/skeleton in Blender? I’m trying to set my character up like that except with 2 swords.
If not, maybe Maya?
you can see the entire mesh is selected and the gun is apart of it.
I’m desperate for an answer on this. Willing to pay 30 bucks over PayPal if someone can walk me through this.
https://drive.google.com/open?id=1T_TKBDj2J3uHxg-F1JpIrEoXBIJaPHNQ
Did you find an answer?
I havent been in Blender long, but if his guns have Bones, then that’s a good thing.
It means you can select the Rig (bones), go to the Animation tab. Click the gun bone, and set key frames to animate it.
(And for your gun, you need to weight paint the mesh parts of the gun first in Weight Paint mode. Then assign that mesh/weights to that gun bone.)
Animation can include scaling the bone, so the mesh starts off at scale 0 = looks like it isnt there, then ramps up to scale 1, while also changing the Location. So it looks like it spawned in and moved to the hand or whatever.
There’s another tech in Blender called shapekeys. Which I believe bakes a change in the weight paints/location/scale (usually for face > eyebrows, mouth).
And the change goes from 0 = off, to 1 = on (0.5 is inbetween). While in UE after SK import, the SK window shows you sliders (Right panel) for this Morph.
So it’s like a baked in (saved in) anim in the body mesh without needing an animation file. I think UE calls it Morph targets. Im still learning how to drive them in UE tho.