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To know this, you need to know what exact pistol you will be unloading/reloading. Not all pistols reload the same way.
A 9mm pistol with magazine delivery will be loaded differently than a Colt .45 Revolver...
Once you decide on the pistol, the animation part will not be that difficult, depending on how the pistol model is made. Generally, if it's a 'high-quality' model with moveable parts, the animation shouldn't be that hard, just move the parts when they are supposed to move and it will look fine.
Locking 'what to what' as you put it, is highly dependant on the pistol and the reloading technique needed for that particular pistol. In basic terms, it varies.
Hey captain thanks for the advice, you don't remember me, it's me the nameless guy, we spoke on the discussions here about 4 months ago, how you doin?
Once you have the animation done, adjust it as required either in the modtion editor or the graph editor...
https://youtu.be/5gp_THGqQsc
I see, so if I were to lock the character's hand to the slide of the gun then he would be able to realistically pull back the slide and chamber the round, but what if I wanted to move his hand back to the grip of the gun without unlocking the limb that is attached to the slide?
But this is an example of using the method I described above to create a load and shoot animation. (it's rough and I haven't clean and tighten it up yet) But the secret is knowing when and what to lock to what when making the animation.
https://steamcommunity.com/sharedfiles/filedetails/?id=1395539220
Hey, sorry about your laptop, I have a problem with my computer currently, the fans on the gpu which is a GTX 1070 are not correctly spinning thus causing it to overheat and shutdown
My build mainly consists of MSI parts, right now I have nothing to do unfortunately. I wanted to recreate the alley shootout scene from Collateral in SFM
https://m.youtube.com/watch?v=fLi0OX_Ttt8