How do i control my arm using the right thumbstick

Hello, i want to know how i can control one of my character’s arm using the right thumbstick.
For example. If i slowly move the stick up, the arm slowly moves up. If i move it down, it moves down. Same with left and right. I want complete blending control over the arm with a stick.

How can i do this with blueprints?

Hello there, There are probably many ways of doing so, they way i`ll do it here is by using IK on the hand, the good thing is that if you wan to grab something, you could get the object location and have a overlap box collision on the hand, if it overlaps and you press the button, it will move the hand to the object location, as that might be what you want.

First you need to set the IK, go to the animation BluePrint, use either FABRIK or Two Bone IK, set it to use parent local location (instead of lets say world location) and set the starting bone(probably upperarm), fine adjustments are up to you :slight_smile:

Now in the character blueprint, get the starting bone locationand create a offsetting location (remember to subtract the offseted location by the starting location, vector), let`s say, if input axys Z is all the way down (-1), set to max the down location (starting bone offsetted by some number (ex: -100), you might want to use a vector lerp (one for vertical and the other for horizontal), and connect the Axys input to the Alpha and do the same for the Horizontal Axys input.
Add the final vectors for each axys and set to a variable, then cast to the animation BP so it can be used by the IK as the final location.

Those are the basics for creating it, i dont have access to my PC right now so I cant post pictures of blueprints or try by myself, but i`m sure the idea works.

I hope this helps, tell me what you think, if you need any more help just ask.
Have a good day :slight_smile:

For me it’s quite difficult to get the nodes right without reference. I mainly want to implement animations for the transitions in movement with the right thumbstick. I tried this using blendspaces. Any way of using animations with blendspaces in this case? Or do i need to add IK first and add animations where i want via blendspaces later on?

So the other of doing this is by using AimSpace, you would need to set up the animation and if you wanted to grab something or onto something, it wouldn’t work very well. Those are two different methods, I would recommend doing the one i said, but if you want to use Aimspace and/or are very new to this or any engine, take a look at those:

https://www.youtube.com/watch?v=vzGO_xToP78

Hi, i tried the solution using animoffset but my character gets huge and looks messed up. So instead i created blendspaces for each arm.It seems to be working with each arm individually but i want to be able to control both arms at the same time. 1 for left arm and the other blendspace for right arm. Left stick and right stick. I tried blending the 2 blendspaces but i don’t know how to do this. Do i need to use layered blend per bone for this?

I decided to do the first method you described but i don’t know how i can get the localbonelocation. This is what i have so far.

I connected the axisinputs to the 2 vectors you described and set each as a variable. Took me some time to see which node to use because i’m still starting out in using blueprints.