If I'm making - say - an RPG, and there's a sweet move that characters can do with a sword or other weapon, should I animate the mesh to do the move without the weapon in hand, and then parent the weapon to the hand so that the character can do the same move with different weapons?
In this case, how could I make each weapon have those cool trails behind them like in SSX Tricky?
Also, in a game with tons of possible spells or moves or something (like, say, WoW), would it be better to only attach moves to a character mesh as animated sequences when they learn them rather than to have all of them attached to the original character from the start? I imagine it would...
In this case, how could I make each weapon have those cool trails behind them like in SSX Tricky?
Also, in a game with tons of possible spells or moves or something (like, say, WoW), would it be better to only attach moves to a character mesh as animated sequences when they learn them rather than to have all of them attached to the original character from the start? I imagine it would...