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Question by DedWnutry · Nov 16, 2022 at 07:08 PM · animationmeshesmirrorskinnedmeshrenderer

Swapping weapons between hands with skinned meshes

I have very strange issue. In my game (1st person, 3d) main character has 2 hands-"holdpoints" and player can equip weapons in each of them. But when i just parent mesh of the weapon to the holdpoint some animations starting looks wierd cuz the weapon don't follow the bone properly. So i replaced all weapons with ordinary meshes with skinned meshes (working in blender) so it would follow all animations perfectly, and it works. For now when i equip somet$$anonymous$$ng, it's skinned mesh just copies the bones of the player so all weapons tied to one arm bone. If i'll try to mirror animations when equipped in other hand it will mirror animations like running or dodging. Making doubles of each mesh in blender? Too expensive for me. Any elegant solutions to t$$anonymous$$s? Can i swap key vertex of skinned mesh through Unity somehow?

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