Ok so i think there maybe other information on this but i was having trouble finding it…
So say you have a playable animated model (in Blender) that walks,runs,jumps whatever… Now i want to be able to have different attacks, say sword attacks with a sword… Bow attacks, spear attacks etc…
How could I change the weapon in the models hand? I could make seperate models of characters holding each type of weapon but i really want to avoid duplicating all the work.
I was hoping you animate all the different attack styles with one human model… attach a node to the end of the characters arm, or something, and attach/dettach different weapons/shields to the arms of the player…
I guess my question is, will the animations move this attached node so that the attached weapon will follow with the animation?
I was wondering if this is the correct approach, or if there is a better way, or if someone who has done this has any pointers…
As far as i’m informed you could attach the models to the “hands” ( means the nodes representing the hands ). They would automaticly transform with the hands since they are children of the hands…
But i would wait for normens answer really, since he is the technical-guru here. And the guru of laughter… And the guru of… mhm. Lets say he is the omni-guru.
I was looking for the same thing and I ran across the post below.
http://hub.jmonkeyengine.org/groups/graphics/forum/topic/adding-weapons-and-armour/
It helped me alot.
In the current builds you will need to use
[java]skeletonControl.getAttachmentsNode(boneName);[/java]
instead of the suggested
[java]bone.getAttachmentsNode();[/java]
because that method is no longer visible.
just be careful to note that the 'tail" of the bone is the point of reference for attachments, the devs can correct me, if I am wrong, but I had to offset a weapon that was supposed to match the position of a “weapon bone” but didn’t quite do what I was expecting