Animation and Equiping Torch

Hi everyone,

First of all, I only have a year experience of UE4 and almost nothing in animation so I’m trying to figure things out by myself, but on this point I need your help :slight_smile:

So I’m trying to make a “Holding Torch” animation using Two bones IK system. What I want is my right hand to stay still in front of me while holding a torch, and what it does now, is that my hand goes up and down following the walk/run animation (ThirdPersonAnim)

So my question is: Is there a way to just make a bone to stay locked in a position no matter the animations?

It has been a week I’m trying to figure it out, but well… I need your help!

Thanks a lot!

So I want it to stay still like that even when I’m walking:

But when I play the Walk animation, it does that:

I know it might be nothing, but I’m kind of a “noob” about it :slight_smile:

You need to edit the AnimBP graph and add the joint positions you want while holding the torch (may take some trial and error)

Add them in joint-by-joint (with the Alpha set to 1.0)

When you have the pose you want, set the alpha to a Variable Float you can cast to the AnimBP when you want that pose added to the existing animation.,

This is a very(very) rough torch-holding pose (lowerarm_r in the first box, upperarm_r in the second).

I just used Modify on both arm joints.

Are you setting the rotation to “Override” so it doesn’t consider the arms’ pose as fed by the animation clips?

Nop, I actually don’t know where it is… That’s maybe why XD

Click on your Modify Bone node - the Details panel will take on the options for Trans / Rot / and Scale for that bone.

120944-replacerot.jpg

(I changed from Component space to Bone space because I’m more familiar with working with joints in those terms)

Hey, Thanks a lot for your answer, it does the trick. However it’s still moving with animation. But no worries, I’m already fine with what you said :wink:

thanks