I have 2 Armatures from separate blend files:
File 1 - Armature with a gun mesh that is rigged but no animations;
File 2 - Armature of an Arm mesh that is rigged with a reload animation.
The idea was to:
- Prepare weapons individually.
- Open the reload animation file.
- Append the gun file to the animation file.
- Customize the reload animation file for that specific gun.
This allows me to use the reload animation as a starting base that I would begin animating from.
How can I achieve this?
Another view of the Gun Armature mesh with vertex groups and bones. Arm Armature selected to show I've prepped a base reload animation that I intended to modify from.
Edit: I saw this post which describes selecting 2 armatures and joins with Ctrl+J but it will unfortunately break my animation. I want to add the Guns bones to the Arm mesh to preserve the current animation of the arms and then add the gun animation afterwards.
Edit2: I saw this post which suggest you first select 2 armatures -> join with Ctrl +J -> select the mesh and Armature -> Parent to Armature -> No Deform. It works okay, but for some reason the gun's Mesh and Bones are misalign/ exploded in Object Mode (Circled in Red). Im unsure why this is. Is there a way to preserve the gun's mesh and bones so that it looks like the first picture prior to joining and parenting the gun?