Godot Version
4.6.2
Question
Am I going about this correctly?
So I have the following node setup. Currently I have the ball attached using a ball attachment that is on the hand bone. The Ik target is on the r_arm_marker. What I am struggling with is:
- Making the arm and ball look correct in first person
- Figuring out how to animate the arm while still using ik with the ball
- eventually adding some kind of dynamic movement for the ball that causes it to sway.
All of this I am finding quite overwhelming to get right all at once and could use some guidance.
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FPS games usually treat the arm and ball separately as a view-model: they intentionally make it look smaller or bigger and move it out of the center or point it in the wrong direction to make it look “nice” instead of “correct” in first person view. Scale it down if it looks too big, translate it towards lower-right to keep it from blocking the view, take some artistic liberty to make it look the way you want it, not the way it should look IRL.
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You can toggle IK on or off on the IK modifier node, with the activeproperty, as well as fade between IK-attached and free with the influence property.
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You can rotate and translate the ball. use position, rotation, translate(), transform.interpolate_to() and other node3D and transform3d stuff for that.
Of course, all of that assumes you’re writing an arms_mover script that handles that stuff.