i did this so that i can rotate the upper part up and down in response to mouse movements,in order to enable the model to aim it's target in game,dynamically.
the leg part will have builtin animation for walking.
now the problem is,when i want to bend the body above hip,it bends as if it a separate object(of course it is).it causes a gap between the two meshes.so,i thought if it is possible to combine(weld) the vertices at the point where the body and leg joins,it will be realistic when i have to bend the character...why i did this?
the aiming part of the game(aiming at a target)is a dynamic one,which depends on user input(the mouse movement).i thought i could use the joint animating feature for this.the problem is when i animate this joint i cannot use the walk animation from leg at the same time.
so i separated the meshes into body and legs.
is there a solution for this or is there any alternative methods to design a FPS character,so that i can dynamically control the rotation of the hands depending on the user's mouse movement
