Blending Animations per bone moves Sockets incorrectly
This is a pretty simple one. When I blend together some animations per bone, it seems to move the sockets connected to the bones I'm blending. Now I know a solution to this, Which would be to set the blend depth to 0 and make an animation blendspace for every direction that the player is walking with a certain weapon. Not to mention blendspaces for jumping, shooting, reloading, etc. But that's a lot more work due to the fact these sockets aren't fitting well, and I'm just curious if there's a way to fix these sockets to make them align to the newly blended mesh/skeleton.
Here are some photos demonstrating what I mean
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