I’m creating a control rig for a simple FPS_Arms skeletal mesh.
I have set up all the controls for FK and IK.
I currently have it set up so I can switch between FK and IK. When swapping between IK and FK the transform of each follows the other. So I can switch between and keep the same transform on the bones/controls, which means no popping back to the original FK or IK position when I switch. Great, all works.
However, the issue I’m having is that although this works for every bone, it doesn’t work for my finger bones. If I go into FK and rotate any finger bone to a position, then switch to IK, the finger bone snaps back to the original position.
I need a solution so that the finger bones and control transforms are kept as they are, rather than it snapping back to the original position. Hope that makes sense. I’ve attached screenshots of my logic for anyone to look at.
Construction Event - Sets all bones, FK Controls, and IK Controls to separate arrays.
Forward Solve - Branch - Based on FK_Switch Bool
FK Controls - Set Bones to FK Controls - IK Controls follow FK Transform
IK Controls - Left and Right Hand IK - FK Controls Follow IK Transform
Any help on this would be appreciated. I’ve lost two days trying to set up this custom control rig just to make FPS Animations within Unreal.