#Is there a way to create a reload animation for a humanoid character?
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Hi, have the same question. It's easy to animate left hand, but not the right one. In generic rigs they animate WeaponBone, but it's not the solution for Humanoid rig.
But I noticed interesting thing. When we start sprinting, weapon (pistol) attaches to RightWeaponBone and animate together with right hand. And we can animate this bone for humanoid without any problems. Didn't find out how to do it for reload animation yet. Maybe someone can clarify it...
O, I guess I found a solution) The animation is quite raw, but the idea is working
I just made a clip for both hands using UMotion in unity and set up reloading asset like this
It works for pistols, not sure if it will work for rifles... But the solution quite simple - just to use right weapon bone with attached weapon and all manipulation - with left hand. And you don't need two different animations - one humanoid for body and one generic for weapon - like it was described in another topic.
After few hours it finally works, the key is to set up masks like on screenshot above. And then to create animation for the gun and for the humanoid with the same timing.
firs of all thanks ur answer
but ı dont wanna use umotion
ım searching diff solution for this problem
when i found , ı can send u mate
You can animate your humanoid character in Blender, you can find more details in the animation workflow section of the documentation: #1135603634214805524
You don't need to use the RightWeaponBone, because this is a utility object, and used for positioning the weapon for general motions, like sprinting for instance. For animation you need to create the IK rig for your character, and animate the ik_hand_gun bone. Then, in your humanoid prefab you will have the WeaponBone object - it will be explicitly animated by using TransformRetarget tool, and retargeting animation data from ik_hand_gun to WeaponBone
Again, the whole process is documented, you just need to check the docs
thanks again