Guys, I done all the things perfecly but in aimoffset, i dont understand that this pitch:41 and the others is like off the animation. How can i fix this?
When you made your aim up animation you probably just twisted the spine to aim up.
You should have a prop of your 2 handed weapon temporarily placed in the main hand.
Edit the animation until the weapon lines up with both hands gripping the weapon properly.
The aim offset is basically a blend space. If your blends don’t line up correctly then the interpolation will be improper.
If you had done “things perfectly” then your arm would be 100% aligned.
Anyway you are also 100% wasting your time.
Animations for the mannequin will never match up / work as a means of alignemnt on any human fleshed character because of a few things.
Lack of the proper twist bones at the shoulders, misplaced bones in the mannequin skeleton that go against best practice. Bad clavicle/shoulder bone positioning.
If you really want to use the mannequin and prototype that way - firstly make sure to produce a 100% clean animation pose that only changes the exact bones you need to move.
Secondly, make sure that all your 8 poses move the exact same bones and nothing else.
Thirdly, never attach a rifle to the trigger hand. Front hand leads.
Fourth and last, apply IK constraints to the trigger (right in your case) hand to keep it appropriately near the stock.
Since the trigger hand is naturally close to the body/chain, moving it in place should always be possible and have a reachable goal - unlike the situation you have when you do the opposite thing.
Ps: if following a tutorial you notice someone attaching the rifle to the trigger hand, flag their turotial down for being what it is. BAD ADVICE.
I used Epic Games Animation Starter Pack, and then dowload the Ai Creator Series Type V1 - EN_UK aimoffset animations. Also where can i attach my rifle? if its not right hand. I use Right Hand and Left Hand placement but it still seems wrongly because of aimoffset.