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Sharing Aim Animation Between Two Weapon Poses – Best Practice?
I have a character that uses two weapon types:
Pose A: Pistol
Pose B: Rifle
Each requires a different stance, so we're creating separate animations: run-A, run-B, idle-A, idle-B, shoot-A, shoot-B.
However, I want to reuse the same "aim" animation for both poses to avoid duplication or should I create an aim-A and aim-B animation as well.
Current idea:
Use separate front/back arm bones for Pose A and Pose B
Set up different skins for each pose
Use the skins to switch active arm positions based on weapon type
Does this make sense? Is there a cleaner or more robust way to handle shared upper-body animations across two full-body stances?
Rig setup:
Track 0: Idle / Run / Sprint
Track 1: Aim (rotation mix 100%, poses arms)
Track 2: Shoot / Abilities
Open to feedback or better solutions.

POSE A

POSE B

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    To share the "aim" animation between two weapon poses, you can indeed use separate front/back arm bones for each pose and set up different skins for each weapon type. This allows you to switch active arm positions based on the weapon type while reusing the same "aim" animation. By using skins, you can maintain a clean setup and avoid duplicating animations. Your current rig setup with different tracks for idle/run/sprint, aim, and shoot/abilities is a robust approach. This setup allows you to layer animations effectively, ensuring that the aim animation can be applied consistently across different stances.

    sid Using skins to adjust bone positions is a common and effective solution. You can create transform constraints for position adjustment for each skin and add them to the corresponding skin.

    Alternatively, you can create unique bones for each weapon skin to account for differences in grip position. Making the bones unique for each weapon and giving them IK constraints for the same IK target will make them easy to manage.

    perfect thanks so much for your help Misaki 🙂