# Different bones position depending on animation

**URL:** <https://forums.unrealengine.com/t/different-bones-position-depending-on-animation/381646>\
**Category:** Character & Animation\
**Tags:** gun, weapon, sockets, attachment, unreal-engine, question\
**Created:** [January 12, 2017, 11:15am UTC](https://forums.unrealengine.com/t/different-bones-position-depending-on-animation/381646 "2017-01-12T11:15:27Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![MAlexD](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MAlexD](https://forums.unrealengine.com/u/MAlexD)\
**Post date:** [January 12, 2017, 11:15am UTC](https://forums.unrealengine.com/t/different-bones-position-depending-on-animation/381646/1 "2017-01-12T11:15:27Z")

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Hello there,  
I’m currently working on a project and i’ve a problem with my character animations and my guns.  
My character has a lot of animations attached to him (Like walk, run, jump), each animations has two states :  
One without anything in hands, and the other one with guns, grenade, melee weapons, and so on.

I don’t have problem with my animation, however the problem is when my character grab a gun in the idle position for exemple, the weapon is automaticaly attached to a socket in the right hand. The socket has a specific transform, and in this position, everything is great. But, when my character walks, the socket doesn’t fit anymore. My first idea was to create a socket for each animation, but… If I have 25 animations, it will be a matter ahah

If you guys have a solution, I’ll take it !  
Thx for all guys !
