I’m looking for the best way to attach a static mesh to multiple bones/components. You can see in the video that it is attached to one hand, but it loses tracking of the second hand. I would like to attach it to both hands, preferably as a CHILD of the mesh.
I also created two sockets on the shovel in hopes of assigning each side to a hand.
Hey there @Leomerya12! You can either sync your animation and angles so both hands are always working with stick like objects (tedious), or you could use hand IK’s to always have your hand in the right place! Tutorials below!
These go over two handing objects, as well as controlling where the hand rests, but the same goes for any two handed object really.
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But the issue is that the animation is independent of the animation blueprint.
It’s not one of the anim states, unless I’m misunderstanding the methodology.
I’d definitely work it into a blend, especially if you’re going to have to use 2 hands on anything else in the game. The first tutorial would work out, instead of casting from the shoulder, you just pass your shovel’s hand socket points in.
We’re you intending just to have this as a simple fire and forget montage? If so the alternate method of just hand animating the offset and using that animation is also an option.
So, the issue was CODELIKEME did not explain ANYTHING. And he left out a few steps, like setting the joint bones.
That said, I do get it to work, kind of. The bones orient themselves in the correct direction, but it’s not very good. I think IK is for small adjustments, and the animation moves quite a bit. Am I wrong in that assumption?
Hello, no need, create a level sequence, put the skeletal mesh in, add animation, right mouse button skeleton mesh to use FK or IK, then edit the keyframe on the FK or IK track on it.