Trying to get a character to hold a weapon
Hi,
Sorry if this is a dumb question as I'm new to animating in unity.
I'm making an RPG and I would like to be able to equip weapons. I thought to make their hand wrap around the handle of the weapon by making an animation in uMotion of just the gripped hand component and adding that as a layer to other animations that I have. So I set up the grip pose in uMotion, make two identical key frames of only the hand being gripped without touching the rest of the character model. Then I export it and try to blend it with my other animations except, it's also carrying forwards the T-Pose from the rest of the character model when I tried making the hand grabbing animation. Is there a way I can make the animation only affect the hand and ignore the rest of the model? Alternatively, is there potentially a better way of going about this?
Kind regards,
Answer
Hi Sam,
thank you very much for your support request.
Humanoid character animations are always automatically "well-formed", that means that the animation always contains a complete humanoid pose even if you've keyed only some bones.
You would have to use a humanoid avatar mask in your animator controller layer to mask away the influence of the other bones. This is the official Unity tutorial about avatar masks:
Here is a UMotion video tutorial about animating an RPG character in which the character is holding a sword and shield. Might be helpful in your case.
Here you can find a great overview of all video tutorials available: https://www.soxware.com/umotion-manual/VideoTutorials.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Thanks so much, that was exactly the information I was after and I was really struggling to find it.
You're the best!
Customer support service by UserEcho
Hi Sam,
thank you very much for your support request.
Humanoid character animations are always automatically "well-formed", that means that the animation always contains a complete humanoid pose even if you've keyed only some bones.
You would have to use a humanoid avatar mask in your animator controller layer to mask away the influence of the other bones. This is the official Unity tutorial about avatar masks:
Here is a UMotion video tutorial about animating an RPG character in which the character is holding a sword and shield. Might be helpful in your case.
Here you can find a great overview of all video tutorials available: https://www.soxware.com/umotion-manual/VideoTutorials.html
Please let me know in case you have any follow-up questions.
Best regards,
Peter