i try to get around the control rig and wanted to animate the arms and weapons for a character. The basics work except one thing. I want the bone which the weapon is attached to and the right hand to move and rotate together and use the hand as its global pivot.
I see the issue’s not about adjusting the anchor point or anything. It seems like you’ve already parented the weapon to the hand, however, due to the orientation of their bones, the rotation is not as expected. To solve this, you can set the hand’s rotation to the weapon’s rotation but make sure to split the rotation pins and reconnect the correlated axis correctly. (What I mean is, you shouldn’t plug x y z of the hand into the x y z of the weapon. It seems like the hand’s yaw should give values to the weapon’s pitch.)
With that being said, I recommend creating your animations using a 3D editor like Blender or Maya, and not using control rigs inside the engine.
The Weapon is parented to IK_Hand_r. a seperate bone not directly attached to the hand so it could freely move without the hands.
As I’m a coder I can’t get my head around blender and Maya for animations. Always looks horrible what I produce.
Where exactly would it correct the rotation. I’m farily new to Control rig. Previously only used AllRight Rig Plugin for UE 4 and there it was extremly easy.