Thank you very much.
I have this idea now that might work: I create the player pivot, add a mesh of a torso and legs.
Then I add a pivot as a child to a bone (somewhere in the upper torso). Next is add the mesh of the arms to that pivot. ( the arms are like a perfect axis directly at the pivot, so it will perfectly rotate around the pivot on input.
Next, I add the camera, slightly above that pivot, at eye level and also make it rotate with the same pivot, so when you look down, you don't see the faces of where the nek should be, but make a little curve and really look at your feet.
Next I add some 'hitboxes' for its head and feet, for different kind of collision detections.
If this works, I can animate both body meshes and move the camera and arms around while performing an animation!
I know, its a bit of experimentation, but fun stuff none the less!
I will post my results here!
Thanks
I have this idea now that might work: I create the player pivot, add a mesh of a torso and legs.
Then I add a pivot as a child to a bone (somewhere in the upper torso). Next is add the mesh of the arms to that pivot. ( the arms are like a perfect axis directly at the pivot, so it will perfectly rotate around the pivot on input.
Next, I add the camera, slightly above that pivot, at eye level and also make it rotate with the same pivot, so when you look down, you don't see the faces of where the nek should be, but make a little curve and really look at your feet.
Next I add some 'hitboxes' for its head and feet, for different kind of collision detections.
If this works, I can animate both body meshes and move the camera and arms around while performing an animation!
I know, its a bit of experimentation, but fun stuff none the less!
I will post my results here!
Thanks