I’ve been trying to find a way to import FPS hands as one rigged skeletal mesh, and then import as many different rigged items (animated weapons etc) as seperate rigs with their own animation sets each.
This is different to the First person example, as seems to only attach the weapon skeleton to the hands without the ability to run a specific animation on the skeleton.
I was hoping to find a way to be able to connect any of the items to the FPS hands without the need for two separate animations (1 for the item, 1 for the hands), helping to make an item system more procedural/easy.
For more of an example, some games specify which hand rig to use within the items data, and from there run the animation stored for the weapon on both the hands and item.
If anyone could give me any advice on this it would be great.