@oopsallsolace My approach was straightforward - each weapon has its own player's hands. It's good enough if you having a only a few weapons.
Btw godot likes to just ignore the last bones, that could be an issue
@1DeGhost For some reason it doesn't want to work for me, but for context I wanted to do a source-style arm thing where the arms are shared across all guns
It works fine in Blender but in Godot it's facing downwards. I also have a weapon bone (rig) and using a BoneAttachment3D in engine
@1DeGhost This is great!
Side note, could you enlighten me about the hand animations? I'm struggling hard with them on my game because the weapons are always misalligned when testing in game, but look completely good in blender
@aut0sleeper Some time before I tried to make them connected, but it end up being quite bad practice for the fast paced gameplay - while it was more "realistic" it also felt very hard to aim with. Though it would be kinda cool for the games with slower gameplay
@aut0sleeper As you shoot - model plays recoil animation.
Actual "bullets" (which are simple hitscans) working separately from the gun model. There's no direct connection between animation and actual recoil
@aut0sleeper Aside from having simple recoil animation for the model there's actual recoil. Without getting into details it is basically "more you shoot - less accurate you are"
@Pixelates_Slide It is a placeholder and they won't be like this in the future — not quite the voice and tone I'm aiming for, but good enough to be used for a while
@whyyyymel Via blockbench. Probably not the best option (Making first person animations there is kinda nightmare). Should've been using blender though, blockbench gives me headaches when it comes to complex stuff