Oh right, I guess I should have clarified this before, but I’m just repurposing the ik bones. I know it’s not really what they’re for, but I’m just using the ik_hand_gun bone as a weapon bone and the ik_hand_r & l bones essentially as virtual bones that get baked into animations. But yeah they’re just being used as regular bones.
The main issue is that the ik controls for the hand bones on the rig have an initial “Offset” value assigned in the construction event (for moving the control to the hand bone’s transform), so when switching animation spaces, it applies that offset to that space, which is undesired.
So basically, I switch animation space, and instead of maintaining that global transform, the control applies that initial offset to the selected transform space. Which is a bit annoying to deal with
I was somewhat able to correct this behavior by having a bool control, which triggers a “switch parent” node in the control rig. However this causes a situation that requires a bit of fiddling with controls after applying, otherwise the transforms start wildly changing.
My thought is it’s more of an issue of needing either a better setup for space switching from the control rig, or having the control rig “recognize” when a space is being switch, then running logic off of that. Although there’s probably a better solution to it altogether that I’m unaware of.