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Day 41: Weapon idle animations

My plan for the day:

While the title may sound a little confusing, this post is going to be all about how the player holds the weapon equipped, along with adding in some animations to be used in the next couple of posts and updates to the game.


What I accomplished:

With the weapon combos handled for now, I couldn't help but notice that the way my player was holding the swords was a bit off. The swords seemed to be held outwards slightly, and at a weird angle in the player's hands. To correct this, I had to start play mode and then pause it before going into the sword prefab for the right hand sword and editing it to make it look slightly more realistic in the player's hands. Then I repeated the same process for the left hand, except I edited the left hand sword override for it to look slightly more realistic. Except it was not as simple as that, since I had to create new animation layers for the arms, and then call these animations at the start of the game when the weapons are loaded in, since the previous couple of posts mentioned how instead of placing the swords in the hands manually, they were loaded in using a script. Creating the new animation layer was easy, since I just had to add a new layer and rename it to swords. Once that was done, I entered the animation layer and then manually started adjusting the swords positions. Parallely, I was also working on creating animation masks, since the original way the swords were loaded in was the way they would be used. All the animation layers would do is make the visual slightly more realistic. To finish it off, I quickly created another function to load in the new animation layers when the weapons were loaded in, and once that was done, the swords looked much more realistic in the hands of the player.


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