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Question by major.quin_n · Jun 02, 2019 at 02:59 AM · animationfpsblenderriggingblender animation

Proper Unity and Blender Weapon Rigging and Animation

Hello,

I am working on a multiplayer shooter game, and have gotten to the point where I can not put off properly animating any longer. Right now, I have a blender mesh and armature for my whole player body, just the arms, and then all of the weapons. For each weapon, I have a blender file that links the weapon and arms so that if I change the original one they update accordingly. I make the armature objects proxies to be able to edit the pose. The problem is that there are two different armatures, therefore they have two different animations. I tried parenting both proxies to the same object, but it keeps creating an animation for them individually instead of belonging to the parent. Am I fundamentally setting up somet$$anonymous$$ng wrong? It seems like t$$anonymous$$s should be a pretty common t$$anonymous$$ng and I am having a lot of trouble with it...

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