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JMaxwell

Animation: Weapons?

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I'm not sure about other games, but in Unreal Tournament 2004, you have to create an extra bone called the "Weapon Bone" along with your character rig in order for your UT2k4 character to use it properly. Otherwise, if you don't create it, the weapon stays on the pedestal and shoots from there no matter where you run.

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What he said. But it's more than just in UT2K4. I have seen weapon bones in Doom 3, Half-Life 2, Quake 2 (yes, even that far back), and even in the engine I'm using, the Torque Engine. It's an essential part of making a weapon model. And Elder Scrolls: Oblivion took it a bit further, making every equipped weapon automatically jump onto it's respective joint. And there are a lot of joints, for everything from clothing items to swords on the player's back. And the "bone mount" system is probably the best way to go, because it links right into the animation system, and rotates easily along with the player model, keeping it's relative location and aspect ratio.

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