PieToast said:
"The lateral motion of the weapon suggests poor bone rigging for the model, or thst the model was not even present when the characters animation was created, i am actually more inclined to assume that the weapons animation was added in after and played along side the characters animation rather than merged to it, the way the gun moves independantly of the character moves to confirm this theory."
-How would bone rigging explain the gun's independent movement?
-Why would they choose to add the gun's animation later ?
|
It's likely that when they prpped the animation for the cutscene, they had not yet finalized the design of the weapon, or decided what weapon the character would be holding, so the rigging for the character did not have the weapon attached.
It's also likely that the original animation did not contain enough positional data to attach an additional bone set, which is how weapon handling is normally done, in that instance they would just opt to place a model in and have it play a predefined animation, the jumps the gun makes that dont match the hand would then translate to the gun actually being still and the hand itself moving, but the end result is the same, the timing of both animations isnt the same and they are not attached, so you get the issue shown in the animation.
For player characters that will be using different weapons, normally an animator/modeller would place anchor points in the models bones structure, at least one but depending on the range of weapons, multiples, when attaching a weapon model the positional data is contained within the bones info, so linking the grip node on the gun to the anchor point on the bone set makes the gun stay relative to the hand position, for more intricate games the wrist woud have flex parameters applied with each node on the skeleton given a weight value, attaching a weapon would pass on the weapons weight parameter to the attached node, so in the case of animating or physics, the wrists motion would be relative to the weight of the weapon.