If you add to virgil player skeleton extra bones to animate specific weapons that need those new bones,export base actor and rebuild,add few weapon animations to the project that use the extra bones,if such actor project can compile,I expect any animations that lack the extra bones will possibly move all weapon vertices to the floor at the root bone,
and when a motion built for the weapon is playing you would see the weapon polygons at their right position.
Is that right?I guess you can not avoid remaking all player animations if you want extra 3rd person weapon bones.
So, looks like a force switch to 1st person view for that weapon would be the a solution if you are not about to re animate all player motions.
some motions with extra skeleton bones,other with less
Re: some motions with extra skeleton bones,other with less
The problem wouldn't be redoing the animations as much as it would be making the script to run the player.
What bones would you have to add for weapons?
What bones would you have to add for weapons?