So, I've got my gun and a clip and then of course my two hands. In some animations the clip is on the gun, so it would make sense to parent the clip to the gun. In others, the reload animation for example it is shortly held by the hand, so it would make more sense to have it parented to the hand...
What would you guys do?
Or would you simply only parent it to the rootbone and move it accordingly to the hand or the gun? How does this work well with Auto IK? Using bone constraints seemed to be a good idea at first, but then I noticed, that the rotation and location values don't change, the affected mesh only moves VISUALLY but not OFFICIALLY... :O
In Blender there is a function to turn a visual pose into an official one, but that would mean I'd have to go through every single fucking animation and keyframe every single key...
So before I start doing shit I'll ask the "experienced" people
ALSO, I decompiled the CSS M4 model and imported it... I don't know if it's the importer or Valve. But the animations are weird... This is probably due to the M4 and the Hands being seperate models (smds) but the animations themselves, clearly show that the gun bones are turned 180 degrees whereas the hands bones are not... Has anybody been working with the stock M4 model once and noticed this in max or maya maybe?
:/





