Hi Ryan! I'm a Technical Animator at Ubisoft Montreal. I have technical questions! :)
How do you attach weapons to characters? Do you use a weapon bone in the character skeleton, some kind of attachment or handle system, or some other system which stores offsets from the bone? Also what is this bone/handle/offset a child of (e.g. hands, chest, root, etc)?
Do you share third-person and first-person animations or are they separate? I mean for both the animation data and the animation graphs.
As a follow up, do you use the third-person animations for body awareness (as in looking down and seeing your body)? If so, do you have to create your third-person animations with that in mind?
Do you have unique animations for all weapons or do you share animations between weapons? Alternatively are there procedural aspects to your weapon movement or do you generate certain motions from a blend space.
Finally, how do you like working with the Frostbite animation tools/ANT?
danlowlows55 karma
Hi Ryan! I'm a Technical Animator at Ubisoft Montreal. I have technical questions! :)
How do you attach weapons to characters? Do you use a weapon bone in the character skeleton, some kind of attachment or handle system, or some other system which stores offsets from the bone? Also what is this bone/handle/offset a child of (e.g. hands, chest, root, etc)?
Do you share third-person and first-person animations or are they separate? I mean for both the animation data and the animation graphs.
As a follow up, do you use the third-person animations for body awareness (as in looking down and seeing your body)? If so, do you have to create your third-person animations with that in mind?
Do you have unique animations for all weapons or do you share animations between weapons? Alternatively are there procedural aspects to your weapon movement or do you generate certain motions from a blend space.
Finally, how do you like working with the Frostbite animation tools/ANT?
Thanks for doing the AMA.
View HistoryShare Link