Aim offset problems (Animations clipping/rotating incorrectly)

Forgot to mention that I have tried that too. The only reason I put them on local space is because they won’t work with the blendspace method otherwise.

It looks like this when using the aim offset 1D file:
http://pahlavan.se/dump/2014-08-21_15-02-05.webm

I’m starting to think the problem lies with my animations but I can’t figure out what. Especially my attacking animations that can either only point forward when I force mesh space rotation blend in my layared blend per bone node, and if I turn it off the arm flips up like it does in the videos I posted.

I have also tried to recreate the owen third person blueprint method. But sadly that didn’t work for me either.

The problem really has to lie with how I try to blend my attacking montage with the aim offset. I have yet to find a content example where an attack animation is used with an aim offset.

This is my original attempt:

http://pahlavan.se/dump/2014-08-21_15-20-26.png

The R_Arm slot comes from my casting montage and the blend pose 0 pin in the layared blend per bone is from the clavicle_r bone and down the arm.

Feels like I am missing some essential blending step. Here is another attempt.
http://pahlavan.se/dump/2014-08-21_15-22-24.webm

If I’m ever going to become a proper animator/technical animator I should really try and solve this.