I have a character who supposed to hold a shotgun, so I
made a parent/child constraint which attaches the gun to
the right hand. Then with a similar constraint I attached
the left hand to the forestock of the weapon. Snap, lock,
now it’s holding the gun firmly, great.
But then I realized that the way the left hand holds the
forestock depends on the pose. The weapon can be pushed
against the shoulder, can be held at hips height, aimed at
the ground and so on. One hardwired wrist angle is not
enough.
So I was wondering how to approach this.
I could make separate constraints for each grip style and
blend between them but I’m not sure stuff will look good
when both the old and new constraints are at 50% weight.
(Middle of the crossfade.)
Or perhaps an intermediate null object would help: the null
is constrained to the gun in every way except rotation X
(“forward”). The left hand is constrained to the null. If I
need a different gun-wrist angle then I just rotate the null
around the free X axis.
However I’m not sure what that unconstrained X axis will
do when the gun is moved/rotated around. I’ve seen some
wild spinning in similar ingame constraints.
I’ll continue working on this tomorrow but I though I put it
up here until then. I’d appreciate any pointers.