I’m trying to get a melee system to work where each hand is separately controlled by each mouse button.
For example, if left mouse button is held down the character raises a shield with the left hand and if the right mouse button is pressed the character swings a weapon with the right hand.
I’ve got two separate animations (in two montages), one where the left hand raises/lowers a shield and one where the right hand attacks (with some spinal rotation as well for a bit more “powerful” looking swing )
I’m having a lot of trouble getting this to work with the “layered blend per bone” nodes in my anim graph. The problem is that doing each thing separately works fine, however if I try to swing the weapon while holding the shield up, the left hand goes into the default t-pose position instead of remaining up. Likewise, when raising the shield the right hand goes into the t-pose position.
I’ve created two slots, one for the upperbody and one for the left hand.
I’ve got two layered blend per bone nodes, one for each slot and made sure they’re affecting the correct bones. The attack animation starts affecting the spine and the left hand animation only affects the left hand. Screenshot here:
I’ve tried switching the layered blend per bone nodes around and various other setups without any luck.
I’m probably doing something very wrong here, using incorrect nodes or something but I would greatly appreciate some tips into how this could be done properly.