Animations in the engine

hey guys, everyone know that the shooter game attach the weapon to the right hand of the character, and i’m trying to do a bolt action sniper, and i need to move the right hand of the char to do the animations when he fires, how should i make the animations to the weapon don’t follow the right hand?? should i animate the weapon skeleton to stay in the place or should i attatch the weapon to the other hand?? but is for multiplayer

There’s a tutorial on YouTube that may prove helpful that uses procedural bone animations.
It should be helpful!

For a bolt action rifle, you should be able to use this and set the recoil amount to be high. You can see at the end of the video that the hands are moving with the rifle.

Is that what you’re looking for?

no, it’s not this, i have a weapon attached to the right hand, and after a shot, i need to do the bolt action with the right hand (the same weapon that the weapon is attached) and i want it to stay in the place when my right hand moves the bolt

oh, I think I see what you mean. I would recommend attaching the weapon to the chest for the duration of the bolt action animation, setting the offset to be whatever the position is at the beginning of the animation (don’t make it a constant offset, this may result in unexpected behaviour), and then reattach the weapon to the arm. Multiplayer or not shouldn’t make a difference.

The reason it may be better to attach to the chest is that the chest will be the most reliable point for the player’s center of gravity, so the bobbing may look slightly better and you are free to do things with the left hand.

Do you know how to implement that?

yes, but, in the skel, i have a right hand bone and linked to the right hand i have a right weapon (the bone where the weapon is attached) and i think just animate this bone to stay in place is easer (i’m using 3ds max to animate) but when i animate it, i set the bone to don’t follow hierarchy and tryed to use constraints to make it stay in place, but in the engine it moves a little, how to make it stay in place?? if you don’t know i understand :smiley:

if you’ve used the constraints correctly, that bone should stay in place. which begs the question why isn’t it :smiley:

can you post how you’ve done the constraints?
and by a little are we talking very minor jittering or noticeable error?

yes, is a noticeable error, i used: orientation, position, path and link constraints and also go to link info under the hierarchy’s tab and locked the movement and set to not inherit the movement, but the bone still moving, can you add me in Skype??

if you look up my name you’ll be able to find my email address and can message me there (and from there we can continue to figure out the issue), but usually it’s best for the community if issues are resolved on the answers forum :slight_smile:

okay, i think if you take a look here ( - YouTube ) you’ll understand what i’m talking about it

You may want to ask a new question for this problem of jittering specifically. I haven’t been able to figure out why this might be happening. If you ask with the animation and bones keywords you’re likely to get an answer from someone with more experience in the area!