What is the right way to handle hands customization in a FPS game with guns?

Forum Archive What is the right way to handle hands customization in a FPS game with guns?

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  • #10423
    xqrkushnir
    Participant

      Hello!

      Currently, I have a semi-done gun made for a personal FPS Unity project. I would like to make more guns with proper animations, but would also like to have an option ingame to customize a character’s appearance. Surely copy-pasting detailed rigged hands in every gun model is stupid, and that is why am I asking for a little guidance.

      As I understand correctly, I would need:
      * High-detail rigged hands;
      * Block-out rigged hands.
      Those hands shall have the exact same properties (bone and joints count)

      And then I simply “link” joints of high-poly hands in Unity to block-out ones? Is that difficult to do? Or, perhaps, there is a better way?

      #47830
      Jonathan Gonzalez
      Participant

        Well it depends how customizable they can get. If it’s essentially just a skin, then I would just swap out different texture maps or materials utilizing a base rigged character. If they are objects that can be vastly different like adding a watch or not wearing gloves then I would create a base rig that contains nothing but the basic options they can start off with, then enable separate game objects to appear (like a watch) but also swap out materials for the skins. 

        #47831
        xqrkushnir
        Participant

          Sure, got it, thanks!

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