Binding a weapon to character hand


#1

Hey,

I’m creating two weapons for a dota 2 character.
I’ve parented them to the bones “L_hand_weapon” and “R_hand_weapon”.
In game they work fine- when attacking and standing still, but when walking -they detach from the body and it seems like they’ve started to rotate on a bigger axis.
Is there a better way to bind the weapon to the bone? (skinning distorts the weapon).

Any help would be much appreciated.
P.S I can add a video to show you how it behaves in-game.

EDIT: here is the video of the gameplay to help you understand.www.youtube.com/watch?v=OvhKEz_H6b8

//youtu.be/http://www.youtube.com/watch?v=OvhKEz_H6b8


#2

here is a video to help you understand the problem.

//youtu.be/http://youtu.be/OvhKEz_H6b8


#3

I don’t know how the Dota 2 characters are structured but in general the in-game characters have a specific hierarchy and naming convention, so you shouldn’t have more options in establishing the correct parenting for your props. In order to work, animations require several conditions regarding naming, parenting, axis orientation and rotational pivot position. This stuff should be as specified in their documentation or in their example assets if they have any.

Regarding to your question it’s possible to reproduce the parent child transform relation by several means: classic parenting, parentConstraint, via expression and through a scriptJob. But I don’t think this kind of relations will export properly for in game usage.

I cannot playback you video to get more info on this but as a general rule respect the hierarchy and naming conventions from their reference.


#4

wouldn’t you get a better answer on the forum that talks about your game engine ?


#5

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