Grabbing NPC as an animation, how is this done?

whats up devs! for some time i’ve been working on a stealth game now and i’ve been desperately avoiding one thing: animations. the reason for this is because i really have no idea in which situations to use baked vs. procedural animations, i.e. subduing an npc. for example, if i wanted to grab NPC like in Hitman, video here (youtube) its just a couple seconds clip of 47 grabbing and subduing an npc. i like how this looks but i have no clue how I would turn this into an animation or something. how would you guys do this? i’d love to hear your opinions!!

Usually games do this by having two separate animations play at the same time and align the character you are interacting with to an offset of your position to match the animation.

Edit:
So you would animate the sequence in blender, export both animations from the rigs and use that.

alright thanks that sounds like a pretty good idea. but what if the player and npc are in different spots then they are in the animation? right now i just have the character’s rootpart position set to right behind the npc.


obviously it looks pretty stupid. and can both rigs not be animated in studio or does it have to be in blender?

You can animate rigs in studio as well, blender is just a popular option. I’d make animations for both the victim and the assailant and play both at the same time. You could make a walk / stealth portion of the animation to mask the fact that the player is teleporting to their victim.

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Note that there’s a small chance of the animations not syncing up when played. I’d reccomend having every client run the animation locally for the best smoothness.

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when you say walk animation do you mean just like turn off player controls and just like make the humanoid walk behind the NPCor something else? or would teleporting just be easier and better? and would I need RootMotion and crap like that?