I’m asking this to the more experienced.
Let’s say we have a third person game and our player character is a warrior with a sword. The warrior can draw his sword when troubles are coming or walk with his sword in the scabbard.
How would you handle this? In particular my doubts are:
-
Should the weapon be a separate game object or should it be part of the
character game object? -
In case the weapon is a separete game object should it be parented to
a character’s bone or should it have its own animations corresponding to
the character’s animations? -
Since the warrior can have the weapon in his hands or not, should I
create a walk animation with AND without the weapon or should
I create only one walk animation and then use an animation mask with the
sword equipped? -
It is better to use Mecanim for such things or should it all be strictly scripted?
-
EDIT: Now if the weapon is some sort of gun the warrior has a new state: aiming. He can aim in some direction when the mouse is moved. Should I implement this by scripting the chest bone rotation or by scripting a Mecanim blend tree between up, down, left and right aiming animations?
So what is the best and more efficient workflow for this common situation?