Hi Esoteric Team,
I am currently working on recoil and my character has the ability to aim his weapon in a wide arc around his body. I have been using a Transform Constraint on the hand holding the firearm to relocate itself to the constraint after the weapon has been fired, but sadly this is not enough to make the animation look amazing. I need the players back and head to react to the shot as well, problem is these body parts are already being calculated during the blending of 3 aiming tracks. I wish I could simply add a rotational value to the gun and move the hand holding the firearm back to the firing constraint while also rotating the back bones, all additively to the aiming animations seamlessly.
I am unsure of how to proceed.
Tim
Is it possible in code to grab the players wrist, rotate it a set amount. Grab the players spine and rotate it a set amount, and determine the direction the weapon is facing and translate it backwards a set amount. All of these changes would need to be done additively and not done by overriding as the location of the aiming condition would need to remain constant, except for the recoil duration.
Just searched and found this Runtime Skeletons - Spine Runtimes Guide. Shows pretty nicely how it would be done, but I want your thoughts, is this the best and most efficient way to produce a full body recoil effect. I am talking about the back bending slightly, hands rotating slightly, gun translating backwards. LMK,
Best,
Tim