Hi guys,
I’m creating a fps game where the character has a full skeletal mesh.
The camera is attached to the “head” bone, then I created two virtual bones:
- “VB hand_r” attached to “head” and it has “hand_r” as relative bone
- “VB hand_l” attached to “VB hand_r” and it has “hand_l” as relative bone
I use these bones to handle the IK (using FABRIK) and the procedural animations of the weapon (sway, recoil, …). I know that there are bones called “IK_hand_…” in the Epic skeleton, but I wasn’t able to move them when I created a custom animation using sequencer, so I took inspiration to other project about this setup.
Btw, the issue shows up when I deal with the rotation of the spine:
In the first video (the one with 3 transform nodes applied) you can notice that the hands/wrists of the skeletal mesh are translated up and down a little, when I aim up/down. But if I try to use just 2 transform nodes (2nd video), as you can see, the issue disappear. This happens with any bones combination.
(Ignore the anim preview mesh, I changed it for testing)
First video (wrong aim offset):
Second video (right aim offset):
Since I need that the rotation should be evenly distributed along the whole spine, I need more than two transform nodes to achieve that.
Do you know what can cause the issue? Maybe is the bones configuration?