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FPS Animation Framework Legacy
  • 👋Welcome!
  • ⭐Introduction
  • Tutorial
    • 🌟Getting started
      • 🏃‍♂️Character setup
      • 📷Camera setup
      • 🔶Layers setup
      • 🔷Controller setup
      • 🔫Weapon setup
    • 💻Integration
      • 🏃‍♂️Character
      • 🔫Weapon
      • 🔸Layers and animator
    • 🔥Animation Workflow
      • 🦿IK Rig
      • 🔧Character Animation
      • 🔧Weapon Animation
    • ❗Troubleshooting
      • ❔Issue with IK, Left Hand, ADS
      • ❔Broken Character Pose
      • ❔Spinning Character
      • ❔Left Hand IK Always Active
      • ❔Left Hand IK Error
      • ❔Transform NaN Error
  • Fundamentals
    • 🦾Animation System
      • 🔹Playables Sub-System
      • 🔹Curve-blending
      • 🔸AnimSequence
      • 🔸Weapon Bone
      • 🔸IK Animation System
      • 🔸Weapon Anim Asset
    • 🔶Animation Layers
      • Ads Layer
      • Left Hand IK Layer
      • Right Hand IK Layer
      • Locomotion Layer
      • Look Layer
      • Recoil Layer
      • Sway Layer
      • Leg IK
      • Weapon Collision
      • Slot Layer
      • Pose Blending
  • Tools
    • 🟢Validator Tool
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On this page
  • Step 1 - Import weapon animations
  • Step 2 - Add an Animator to your weapon
  1. Tutorial
  2. Animation Workflow

Weapon Animation

In this section you will learn how to set up your animations

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Last updated 1 year ago

Weapons are animated locally in the framework - this includes only weapon parts, such as magazine, trigger, release handle, etc.

The actual weapon root movement is handled by the Weapon Bone object.

Step 1 - Import weapon animations

This step is similar to the character animation import, but we will need to make some changes to the animation clip.

First off, you need to remove the animator for the weapon root bone, so only weapon parts are animated:

Step 2 - Add an Animator to your weapon

You can use the demo WeaponAnimator as a base for the OverrideAnimatorController:

Then, just call the animator.Play("Reload") - to play a reload animation on the weapon parts. The framework does not have any restrictions regarding weapon animation, so you can just use the Unity built-in Animator.

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