Maybe someone can help me find the most efficient solution to what I'm trying to do:
1. I have a character that is animated (frame by frame) WITHOUT a weapon.
2. The character have many different animations (Idle, Walk, Jump, Fall, Few Attacks, etc..)
3. The character animated in a way that it does all animations WITHOUT a weapon
4. I've animated OVER the character (separate layers) the animated weapon to fit EXACTLY to the animations of the BASE character (without the weapon)
The reason I didn't PIN a simple still weapon to the BASE character as image point to the hand is because it is more dynamic animated and not just rotating. (it looks much better to me as animator)
In theory, this is what I want to do:
Using the BASE character as the main animation (it's PINNED to a simple box for the controls)
animate different weapons and use ABOVE the BASE character.
Same idea goes for other elements for example: Helmets, Clothes, Armor and other parts that I can customize ABOVE the BASE character, all animated frame by frame on a dedicated transparent layer of course.
I've tried to PIN a weapon animation with EXACT same amount of animations, frames, position, speed to the BASE character animation, so it will sit above it and I will have control either to switch between other weapons if I like.
But during gameplay while Idle, Walking and Attacking the potential of my idea looks nice!
but after some time... I guess it's related to the fps and it's not syncing 1:1 at the same time that's I see the delay.
What do you suggest to make this works based on the Animated Elements way I described?
Thanks ahead! :)