Ok still havent finished the texutre but been working on the animations.
As of now I have decided to animate each round.. While this may not be the best thing due to file size ect... Its the only way I could figure out how to animate it and have the cylinder spin properly. The original way all I had one one shot animations and there was a very noticable jump back to the idle position.
animations as of now are
Idel
Prime_1 4 frames
Shoot_1 5 frames
Kick_1 3 frames
Prime_2 4 frames
Shoot_2 5 frames
kick_2 3 frames
ect... up till 6
However I think Im going to have to redo most of them anyways. I didnt plan ahead and shouldve done a few things differently.
For one I didnt take in to concideration the reload/unload animations and shouldve rigged a bone to open/close the cylinder. I allready have a few ideas of how im going to go about it just havent had the chance to do them.
Secondly the kick animation is now based off the handle... but once attached to an arm it will appear differently... For now Im thinking of two soulutions.
A. Build an arm.... Tho not sure how well Id be able to do this the gun looks too nice too throw a half @$$ed arm in to the mix.
B. Just build an arm rig and use it for the animations... The user could then animate the arm model accordingly.
Not sure either is really a good choice at the moment so not quite sure what im going to do but im sure Ill figure it out.
@Grimber. You said about the hammer pulling back and the trigger going forward. I beleive you are right but does that even apply to double action revolvers?
... Im thinking of making both animations.. One where the gun is primed first and the other where just the trigger is pulled. Tho this will add to a huge amount of frames I think it would be kinda cool to have both available.
Anyhow heres a few videos of the animations up to now...
Side View A little camera movement