OK! Here is my problem:
I want to have a character with good animations. But for that I need nice hand. As it is FPS game, I must have the weapon(or fist) to be parented to camera. But I also need my end of hand to be connected to rest of body. How do I make it?
ok, so are you never going third person?
then do the weapons as overlay scenes,
if you are going third person, snap off the arms just below elbow, and bone parent them to the arm bones, (not armature deform)
then, use visibility to make the head and body go invisible when switching to first person
If it’s an FPS game, you don’t need a “rest of the body”. All you need is a collision box to act as your player.
If you want to animate your hands, they need to be parented to an armature. If you don’t know how armatures work, look here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures
That armature would then be parented to the camera, and act as the hands, mechanically. You’d still need your hand model, though.
It will have camera switch…
I want weapon to follow camera, hands to follow weapon and shoulders to be always connected to body…
Could you, please, add me some example or tutorials?
and go to resources, I have many rigs to dissect, the tutorials will be made after the end of the BGMC 14
what your asking for is pretty tricky as well, as you will have a animated object, tracking to a cursor
you will probably want a empty parented to where the shoulder will be, (but not parented to the armature)
to avoid a IK loop, so you will have to parent it to the hit box,
so the empty tracks to the cursor, and the shoulder bone copies rotation from it,
it’s going to be tricky.
Edit: it sounds like it may be easier to parent a separate arm armature to the empty that tracks to the cursor