The idea is to simulate a user holding a shotgun with both hands, like in most games these days. Is that possible with Irrlicht?
I assume, it would be like attaching a child to multiple bones, each influencing it, but I could be wrong. What's the usual way to implement such an effect?
As a side question, that I haven't tried out yet. Can the child/attached object influence parents animation? For example when a character is aiming while running at the same time and firing. One way would be to have separate animations for each permutation but I think it should be possible to combine the affects of multiple animations such as running, aiming and shooting into one animation.
But for that to happen, there should be ways to
- Disable arms/hands motion while running
- Merge gum recoil motion with overall motion.
OR
- Have the gun recoil control the motion of hands/arms only (that may need IK).
Can someone please shed some light on these?
How to attach an object to multiple bones?
With most basic animation techniques you would bind the shotgun to the hand that is holding it (Where the trigger is) and the other hand would "be on it" by the animation.
Some more advanced animation like ones that suggest movement and then let physics do the rest you'd probably weld the shotgun to both hands or something, but I doubt you'll be going to the trouble of doing all this.
~DtD
Some more advanced animation like ones that suggest movement and then let physics do the rest you'd probably weld the shotgun to both hands or something, but I doubt you'll be going to the trouble of doing all this.
~DtD