Hello. I’m working on animation again and I’ve encountered a challenge I’m not quite sure how to solve.
The main example of the problem I’m trying to solve is with my animation of a third-person-shooter character. I want to have one-frame poses for aiming “flat”, aiming up, and aiming down. Then, I want to have animations for running in the four cardinal directions and the four directions between them. In some of the running animations, the character’s torso rotates back and forth as they run. This necessitates that the shoulders are animated to keep them pointing their weapon in front of them.
But then that means that I can’t simply blend in/out the different aiming animations for looking down/up while running! Because the shoulder is animated during the run animation, the weight of that animation means that the running animation is going to drag the the shoulder back to aiming “flat”, assuming the running animation was made based on the aiming flat idle pose. And if I only have the walk animation affect the legs, it looks like the character isn’t aiming where they’re shooting anymore as their body sways around but they keep pointing their weapon in the same relative direction.
Is there some way I can configure an animation to affect a part of the model relative to any underlying pose? Like Vertex(Final) = (Blended Pose) + (transform relative to base pose) It seems possible to do this in blender, at least…
Of course I might also be able to make a hack like using several actions in blender to create a properly blended animation for each permutation, but that feels like much more work. Is there an efficient solution to this?