What is the right way to handle hands customization in a FPS game with guns?

Collaborations

Hello!

Currently, I have a semi-done gun made for a personal FPS Unity project. I would like to make more guns with proper animations, but would also like to have an option ingame to customize a character's appearance. Surely copy-pasting detailed rigged hands in every gun model is stupid, and that is why am I asking for a little guidance.

As I understand correctly, I would need:
* High-detail rigged hands;
* Block-out rigged hands.
Those hands shall have the exact same properties (bone and joints count)

And then I simply "link" joints of high-poly hands in Unity to block-out ones? Is that difficult to do? Or, perhaps, there is a better way?

  • Jonathan Gonzalez(jgonzalez) replied

    Well it depends how customizable they can get. If it's essentially just a skin, then I would just swap out different texture maps or materials utilizing a base rigged character. If they are objects that can be vastly different like adding a watch or not wearing gloves then I would create a base rig that contains nothing but the basic options they can start off with, then enable separate game objects to appear (like a watch) but also swap out materials for the skins. 

  • xqrkushnir replied

    Sure, got it, thanks!