Hello!
I have a weird offset problem with an animation pose. The 2 frame animation (for a pose) is created in Blender with the default bone orientations etc. For my last test, I imported the Quinn (simple) mannequin and left the Armature as is no translation or rotations. Just created two key frames and exported the action. But with this simple export the attached weapon ends up in the slightly in the wrong spot…
My goal is to be able to preview the weapon attached to the bone in Blender, and I need a “correct” preview to animate the hand and finger positions correctly.
This is the attached weapon in the skeleton view:
This is how it should look like. The skeleton view shows the same, which is the desired outcome.
But in the animation pose keyframe, the weapon is slighty off.
Is there anything I am missing why the bone ends up in a wrong position? It looks like an offset… Rotation is fine, but location is slightly off.
Hope this makes sense.