There are different types of characters in my game. And their body size and arm length can be customized. So I had trouble with bow animation. If the characters have different(or changeable) sizes or arm lengths. The bow animations cannot match the archer animations of all characters. I have to make separate animations for each bow, each character. This will increase a lot of work and not flexible. I used a method before, I adjust the scale of the characters skeleton, and the bow in hand will inherit this change. But there are some limitations.
Now, I found a better way. The test result are good at present. Simple and flexible. The draw point bone of the bowstring keeps position dynamic matching with the right hand bone. Targeted rigging for bow is required. There are three advantages to this approach.
1. Whether your character's size or arm length is the same or not, it can match very well.
2. Just need to adjust the bow position in your left hand roughly,don't need very accurately.
3. Can change the bow, bow animations, Characters, Archer animations at will. And all can match very well.
The tests are good at the moment, but I'm not sure will there be any other drawbacks.
Now, I found a better way. The test result are good at present. Simple and flexible. The draw point bone of the bowstring keeps position dynamic matching with the right hand bone. Targeted rigging for bow is required. There are three advantages to this approach.
1. Whether your character's size or arm length is the same or not, it can match very well.
2. Just need to adjust the bow position in your left hand roughly,don't need very accurately.
3. Can change the bow, bow animations, Characters, Archer animations at will. And all can match very well.
The tests are good at the moment, but I'm not sure will there be any other drawbacks.