I have a character where I want to play an animation of him shooting, however this character can be either standing or walking when he starts shooting which means I can’t have four animations, two standing and walking without firing, the other two standing and walking while shooting. The reason being that if the character is already walking and I want him to start shooting if I switch between the normal walking animation and the walking and shooting animation then his legs will almost certainly snap to another position and his walk will be all messed up.
I wondered if the solution was to have animations where only the part of the body affected had any bones in it, for example I did a test where the character is walking, then I begin to play the animation where he raises his arm to fire, now instead of the legs suddenly snapping to a different position they remain exactly where they were when the other animation cycle started. Basically what I’m asking is there anyway to get one model animated by two animations at the same time that don’t affect each others bones, for example the walking animation just affects the bones in the legs, at the same time another animation is played where the arms raise the gun to fire but this only uses the bones in the arms so that the two sets of animations do not interfere with each other.
I wondered if the solution was to have animations where only the part of the body affected had any bones in it, for example I did a test where the character is walking, then I begin to play the animation where he raises his arm to fire, now instead of the legs suddenly snapping to a different position they remain exactly where they were when the other animation cycle started. Basically what I’m asking is there anyway to get one model animated by two animations at the same time that don’t affect each others bones, for example the walking animation just affects the bones in the legs, at the same time another animation is played where the arms raise the gun to fire but this only uses the bones in the arms so that the two sets of animations do not interfere with each other.