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?
asked Sep 12 '18 at 09:01 PM in Using UE4
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.
answered Sep 18 '18 at 05:42 AM
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.
answered Sep 18 '18 at 07:24 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here