The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates. | Twitter

0 votes

We are making our firs FPS game basing it on the FPS Demo (6 part tutorial) from the docs and we saw that the player has one mesh with every weapon in it and the animations scroll through them. We will probably have 2 or 3 weapons in total (a bow and a knife for melee for know) and my friend, who is animating in Blender, is only making the bow tense alone, so that we attach it later to the player. Should we do it this way or should we stick to the demo? I saw that you can attach it with a BoneAttachment but then how would we coordinate to play the bow tensing animation with the player's hand tensing it also. We would have 2 separate animations that have to be in sync no?
Also my friend is still questioning how the player's mesh has all weapons there but when each animation plays the ones that are not used dissappear. Is this the more convenient way to work?

Godot version 3.2.3.stable
in Engine by (12 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.