Hi, I’m and I’m making a true first person shooter. The first part of my work was making a good true first person, for that I placed a camera on the head of my character, parented it and tweaked it to make the best result. Then I tried to create a good aiming system which involved 2 “states” of aiming: hip pose and aim pose. In the first I have my character idling in an Idle Hip Gun pose (where his gun is held at his hip).
I made this with an idle hip montage blended with a simple 3d blendspace (where I have left walk right walk blah blah blah) which is played while I’m not pressing anything , when I hold down RMB an another montage plays and brings the gun from his hip to his face, when this happen I calculate aim rotation and apply it to my spine bones so when I look up my spine bends making me able to aim up,aim down etc… (I decided to don’t use aimoffset for aim state because I think I find solution is better)
Anyway at this point, the problem was that when I was in the idle hip pose I couldn’t aim to the sky or towards the ground (I could do that only when my character switched aim state) so I decided to make the same thing I did for aim pose for my hip pose so I would be able to aim in the right way even without pressing RMB and actually it worked!
But now here comes the real problem, right now I have my character idling in the Idle Hip Gun pose but from his true first person perspective, you can’t see the gun. If you look down, you can see the entire gun.
So I’m here to ask if somebody figured out on how to make a good aim system in True First Person because at this point I think it isn’t just possible to have an hip pose but only an aim pose (which actually works well) but it is quite unsatisfactory and unrealistic without an hip pose. Is this the reason why we don’t have any true first person shooter? It is just impossible to make it works the way I designed?