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So I have this project I'm working on for an I-phone game. The idea is for the user to be able to flick his finger on the screen and the caveman will launch his weapon into the air. The animation I pictured would be him bring his weapon hand lower to his waist then rapidly bring it up. The weapon would then launch out of his hand and begin spinning rapidly and travel to the desired point.
However, I'm confused as how I am going to be able to do this because I need collision test on both the caveman and the weapon. When the caveman isn't throwing the weapon this is fine, just have a rectangle on the entire body of the caveman checking for a collision, after all the weapon isn't being thrown right now so no need to worry about what it hits. But now the weapon has been thrown, the animation needs to show the weapon separate from the body and the weapon needs to have a collision box separate from the body (after all you have to see what the weapon hits and you have you have to see what enemies may hit the caveman).
Now heres where I'm in need of assistance as I'm sure they're is a better solution. As of right now I plan to have the body animation also have him carrying the stick (so they're in the same animation, one collision on the body), but as he throws the stick the stick picture is then deleted from the body animation and the program creates a new animation of just the stick spinning with its own collision right at the last spot where the stick was deleted. I feel like this is going to be a pain in the ass with the timing and getting everything the exact same but not sure what else to do.
TLDR: I have one animation with a guy carrying a stick with a collision body, when he throws the stick I need it to split in two animations with two collision bodies.