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Hi, recently I am working on some new animations for my FPS hands. The problem I have is I have for example a sword attack animation, and want the player to be able to equip diffrent weapons (types of swords). I kind of worked out a solution which works, but I causes a lot of trouble and is not much fun to work with and I cannot believe there is no better solution. I simply put a weapon bone into my rig, then I imported the sword model inside Blender, parented it to the bone to see the sword while animating. Then I export the rig an hand model, afterwards I export the Sword model (in its original position and rotation of course), but if I parent it to the weapon bone, its rotation is weird and I need to manually fix it, or I can't even find the right rotation. I tried fbx export, and leadwerks exporter. I get very diffrent results. I tested this stuff for hours now and are kind of frustrated :(. So far to what I already did. Now my question: What is a common way to do such a thing, as I dont know? Any tutorials, guides how to realise a system like this? How do you guys solve that? Because it is really a pain to syncronize the positions/rotations I have inside Blender, with the Leadwerks dimensions. Thank you in advance for your answers.
http://www.artur-betz.de/door.blend this is a link form my own server , its safe. So i have set up a door with working animations inside blender, but dont figure it out how to play it properly in leadwerks. i am able to play them with the material and the animation shader but i thinl the problem is inside blender. there are 2 seperate bones and they both have an open animation that gets played from both in blender bt in leadwerks you ahve the list of them and i dont even know where some other bugging aniamtions are comign from. maybe if you would take a look at the .blend file and set is up right its proably less than 5 minutes for experienced blender users . thanks