I’m very capable of learning but I’m definitely low on the one resource everything feeds off of: Time. And research isn’t telling me what I need to know.
How can I use IK’s or similar for weapon holding?
Quite simply, I’m trying to resolve what it is that I’m going to need to do with all of the weapons I create in terms of animation during run/walk cycles, jumping, and so on. I can’t just add them all to the actor as components and the attach nodes seemingly don’t let me specify sockets from the gun to attach to the parent’s hand(s). I can get fairly close with hand_r and an offset in the BP of the gun actor but I can’t get the hand ik to work (I assume it’s not working because of the message I get in Persona when I select them) and I’m unable to get the rest of the gun to conform to the left hand. And, again, its placement in the right hand is also spotty as is.
Do I need a custom animation for holding seemingly every weapon that doesn’t line up at certain parts? Do I just need to design for it while making the weapons in order to reduce animation requirements?
All that I’m trying to do is have 2 sockets on the gun: Grip (for right hand), and, I dunno, Stock for the left hand, if needed. Then both hands just IK to those sockets while blending their animations otherwise as close to normal.
There are plenty of reasons in games to need to attach a socket of one thing to the socket of another. Often just temporarily (for instance, in Sunset Overdrive sockets and IK are used to make characters grab ziplines, characters in many games use them to hang onto non-socketed ledges, ect.)
What am I missing? This can’t be an unsupported feature. If I’ve learned anything in my understanding of this engine it’s that everything that I need exists, I’m just 3 steps behind where I need to be in order to see it.