Aim offset problems (Animations clipping/rotating incorrectly)
So before I check myself into a mental hospital I figured I should make one last attempt at solving this aim offset issue of mine.
I've tried for so long I can't even remember when this all began. I have looked countless times at the Owen content example and recreated it, but all I got was strange behaviors and clipping as the character moved around and attacking caused the arm to go in the wrong direction. My best attempt is this one: http://pahlavan.se/dump/2014-08-16_14-52-04.webm
Which is based on the shootergame project where Epic themselves aren't even using an aim offset file for some reason. But as you can see, the arm doesn't point in the right direction when attacking, so you have to look up into the sky to attack forwards and the arm is flipped inside itself for some inexplicable reason. I'm starting to think the animations are at fault here and not the blueprint, since it is almost identical to what Epic made themselves, yet it refuses to work properly.
Here is a picture of my current anim graph, utilizing the method used in the shootergame example.
If anyone is experienced with aim offsets then I would greatly appreciate some help, because I am slowly going insane.
Here is also a picture of the settings I'm using for my aim offset poses, they are based on the idle animation that I made and when I animated them in Maya they also had a frame from the idle animation as a base. I had the t pose as a base before but doing this solved some, but far from all issues.
This aim offset is essential for our game and I've looked everywhere, content examples, documentation and other places on the internet to no avail. So if anyone has an idea, then please reply and if you need to take a look at some other blueprints then I can upload more pictures and video.
Hi Torabi, Sorry you've been beating your head against this. First, can you try switching the Additive Anim Type on all of your Aim Offset poses to 'Mesh Space' (instead of the current local space).
Also, I understand you are copying the shooter game setup where a regular blendspace node was used instead of the dedicated aim offset one, but using an aim offset node is the cleaner, better method. When shooter game was set up, those aim offset nodes probably didn't exist yet.
Either way, your poses need to be additive Mesh Space.
answered Aug 21 '14 at 12:36 PM
Ray Arnett STAFF
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