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IK bones using Layered blend per bone offset in animation

I'm trying to blend an animation I have with the lower body using Layered blend per bone. It works fine for anything down the chain from spine_01 (the bone I'm specifying) but the weapons are attached to the ik_hand_gun bone. This bone is not the child of spine_01 so I add it also as a blend. However, it is seeing an offset during the animation. I suspect it is due to it not receiving important information from the root but I don't know how I can get my animations blending properly.

Does anyone have any solutions?

Product Version: UE 4.20
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asked Sep 12 '18 at 09:01 PM in Using UE4

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PlayingKarrde
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Attaching the weapon to a virtual bone or socket of the hand would probably work better.

Then you could use the IK nodes in your animation blueprint to handle any of your IK needs.

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answered Sep 18 '18 at 05:42 AM

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Steve SybrSyn
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That was what I was thinking too but unfortunately I am unable to attach a socket to the virtual bone or add offset to it. It's a shame as this would have worked perfectly.

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answered Sep 18 '18 at 07:24 PM

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PlayingKarrde
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