How would one go about calibrating weapons to the retargetted ALS skeleton on a custom skeletal mesh? I’ve set up everything properly but my weapons are spawning slightly above the character’s hand.
For anyone who may be experiencing the same issue, go to the Character BP of your ALS character. In my Blueprint tab (left side), under functions, under “held object” category, there’s a function called AttachToHand. Double click to open it up and you’ll see multiple methods to attach to hand. Each method has an input offset value. You can adjust the offset manually to calibrate the that weapon type to the hand.
Cheers.
Quick update. Inside the Attach to hand method, even if you use offset and adjust your gun, the ALS has 3 animations, gun ready, gun ready to calm, and calm (not the exact animation names btw). And the ik bone to which, the gun is attached moves in each animation, thus, if your skeleton was not perfectly adjusted to the skeleton, the gun would warp from one point to another and basically fly around the hand or something.
The method I found that works best in all three animations is to attach the gun to “index_01_r” instead of the default “VB RHS_ik_hand_gun”, to which it is default attached. This will ensure that your gun always remains with the index finger of the character regardless of animations. This is done inside the same AttachToHand method
Also, if you’re planning to use the left hand too, then change that ik bone to the respective left hand index finger bone too.
Just wanted to update this in case it helps somebody
I am using your trick for pistol and it works well and what about rifle? anyway to get right hand offset and relative rotation for it. do you know where to edit for it. right now it half part of rifle goes inside cloth
well since cloth only reacts to the skeletal mesh it’s binded to, not sure how to go about making it react to other objects. I think there was an option to make it react to environment but I wasn’t able to get it working.
as for right hand offset and relative location, you can get the skeletal mesh and use the “get socket location” node to get the location of right hand. Just make sure you type in the name of the bone correctly. Then you can adjust accordingly