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Old 09-08-2011, 09:19 AM   #1
OcheevaSithis
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Holding A sword

okay, i must model-rig-animate a character with a two handed sword.Planing to use biped for rigging however im not sure which way is the best for such a character.

I ll model sword as an element of my character mesh and locate it in right hand of my character then try to locate the other hand in right position while animating? i dont think its so accurate but hmm dont know.

modeling character and sword as different meshes, attaching sword to right hand of my biped?

Or is there a safe way to attach a seperate sword model to my character in unity?

lets say what is the most common and safe way to do such a thing?
its kinda urgent, fast responses will make me pleased.

thanks!
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Old 09-08-2011, 10:13 AM   #2
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if you are using 3ds max, you can use link constraint to do the shifting of the sword. That's the easy way to do it, of course that sword must be modeling as a separate mesh.
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Old 09-08-2011, 10:47 AM   #3
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Just position the sword in the right place on its hand, wrap the fingers around it, and parent the sword to the palm of the biped.
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Old 09-08-2011, 11:01 AM   #4
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Quote:
Originally Posted by pedepano View Post
if you are using 3ds max, you can use link constraint to do the shifting of the sword. That's the easy way to do it, of course that sword must be modeling as a separate mesh.
wielder is going to use both his hands on sword. llinking sword to one hand is okay but when i do that, hand becomes parent of sword so i cant do the same for other hand. Also i cant link his empty hand to sword cuz it already has a parent which is forearm bone.

i can link it to only 1 hand ok however i want other hand holding the sword too. and i want to animate it with a soft, fluent way.
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Old 09-08-2011, 11:10 AM   #5
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ok, are you using biped, right?

So, if you click on the R_Hand, and "Layers" in Motion Panel, it has a field called "Retargeting", in this field you can "attach" the hand to an object and you can animate this object, doing that, the hand will follow the object, like a link, do you kown what I mean?

You can do it for another hand as well.

take a look:
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Last edited by pedepano; 09-08-2011 at 11:12 AM..
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Old 09-08-2011, 11:16 AM   #6
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Quote:
Originally Posted by pedepano View Post
ok, are you using biped, right?

So, if you click on the R_Hand, and "Layers" in Motion Panel, it has a field called "Retargeting", in this field you can "attach" the hand to an object and you can animate this object, doing that, the hand will follow the object, like a link, do you kown what I mean?

You can do it for another hand as well.

take a look:

i have never used this before, how to attach it to another mesh with this tool? if do so, hand will follow other mesh right? if its not a problem would you please tell me the progress step by step

thanks a lot
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Old 09-08-2011, 11:38 AM   #7
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ow, I'm sorry.. it's not Retargeting in Layers panel... the right method to do it, is in Key Info panel... I gonna show you how you can do it:



1: open the Key Info panel.
2: click on the "+" in IK
3: create a key, to do it, click at Set Key button at Key Info panel.
4: change the IK Blend to 1.0, select your object clicking on pick icon and change the target to "Object".

now the hand is linked to your object... you can animate the IK Blend to 0.0 for "unlink" the hand of the object.

I hope it can help you and i'm sorry for the low-res image. lol
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Last edited by pedepano; 09-08-2011 at 11:40 AM..
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Old 09-08-2011, 11:44 AM   #8
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Quote:
Originally Posted by pedepano View Post
ow, I'm sorry.. it's not Retargeting in Layers panel... the right method to do it, is in Key Info panel... I gonna show you how you can do it:



1: open the Key Info panel.
2: click on the "+" in IK
3: create a key, to do it, click at Set Key button at Key Info panel.
4: change the IK Blend to 1.0, select your object clicking on pick icon and change the target to "Object".

now the hand is linked to your object... you can animate the IK Blend to 0.0 for "unlink" the hand of the object.

I hope it can help you and i'm sorry for the low-res image. lol

Mate, it works perfectly thank you a lot!

now i have no more worries about my rigging-animating progress so able to keep modelling in peace haha
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Old 09-08-2011, 11:46 AM   #9
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you're welcome mate!

enjoy your animation now.. hehe
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Greatpedepano! Thank you:
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Old 11-08-2011, 12:10 AM   #10
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why not just use a dummy object.. bind that to the hand... and then urr bind the sword to the same dummy object..

or an ik solver.. or something..
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Old 11-08-2011, 06:35 PM   #11
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Quote:
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why not just use a dummy object.. bind that to the hand... and then urr bind the sword to the same dummy object..
cyclic redundancy - unless you use pos/orientation constraints which is silly when there's a perfectly good button for it already that also allows animated unlinking


Quote:
or an ik solver.. or something..
precisely what the above description does
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Last edited by poopipe; 11-08-2011 at 06:38 PM..
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