I’m pretty new to Blender in general, and the past months I just focussed on hard surface. My current goal is to create an AK rifle with a “functional” mechanism. So when the trigger is pulled, the hammer should hit the bolt, the carrier should be pushed back, fling the shell out, cock the trigger again, and chamber a new bullet.
Now the ridiculous part: the rifle should be rigged to a set of first person arms and be usable in unreal engine as a first person weapon (because reasons).
The modelling is pretty much finished, so now I’m starting to think about the animation aspect. I never animated a thing in my life before, and moving the carrier back and forth with keying the x-movement is my level of experience in animation.
So before I go and make a big mess, I thought I’d get my thoughts checked here.
That’s what I got in my head so far:
Animating the parts in local mode and parenting them together will keep the animation no matter how the rifle itself is positioned
I can use drivers to trigger animations. So if the trigger has rotated x degrees, it’s enough for the hammer to be released and hit the bolt. > If the hammer has rotated x-degrees (or moved if you will), the carrier will sling back. > etc.
- additionally, I can use a bone for the carrier, I can drag the carrier back and forth as if it was a physical object, effecting the other parts depending on the carrier’s position. So it’s all about fine tuning the drivers.
since all these logics rely on local coordinates, it is irrelevant how parent-rifle is located globally, so I can easily rig the parent with a single bone, and all other animations will follow along (Do all parts need to share a vertex group weighted 1, or just the parent?)
As the recoil is a combination of drawback and the force of the arms holding the rifle, it’s best to create an extra armature for the recoil, with affects hands and rifle equally, so the strength can be adjusted independently
One question regarding the shell-eject: Is it enough to animate the first moments of the eject, and then let a physics sim take over. Will the keyed animation create an inertia used by the physics system?
I’m sorry if all these things are already answered somewhere here, I researched a few hours but couldn’t find definitive answers to my questions. I guess I could resolve them with experimentation, but I’d like get my thoughts reviewed before going into the experimental phase.
Thanks for any help