How you folk would manage reload animations for a revolver ? Where all the bullet goes in the air. Particules ? Baking animations through #blender ? Didn't found anything useful for #godotengine

@levrault

The easiest and most general case is to make it part of the reload animation.

If you want to make it fancier, spawn some physical bullets on the player to fall down on the ground as the bullets in the animation leave the screen, these can be particles or rigid body physics.

If you want to make it fancier you can make physics take over the bullets when they leave the cylinder.

If you take it further you get to https://receiver2.com territory! :D

I don’t think I would bake it, feels probably easier to animate by hand?

Receiver 2

Receiver 2 is immediately electrifying. It’s about crawling over dark rooftops punctured by the ominous blue of murder turrets, while screaming at guns that demand you press a gazillion buttons before they fire. -RockPaperShotgun

@levrault Particles - overhead and not needed complexity (you dont spawn thousand of objects).
Blender baked animation - one option, but can be "too static" because it repeat only this single animation every time (ofc you can make many and load random).

Just script that spawn meshes at position wiht some init-speed and you can even add "physics layer" to them - and to optimize you can make static amount like 100 and show/hide with reposition instead of making new object every time and deleting.

@levrault And why in context of "godot" - you can watch random Unity or Unreal tutorial with this context - and copy paste.
Godot is also same "universal" engine where you can implement same common practice.
@danil It was more about managing gltf format since unreal and unity use fbx.
@levrault Godot support fbx...
GLTF is better than fbx - because GLTF is fully documented and open format - means 10 years latter your GLTF model will look exact same in Blender same as today, when FBX will change its look and gets random bugs in animations.
@danil I already knew that...