I’m making a reloading anim with control rig. The gun is bind with char on hand_r bone.
When a new magazine is inserted, the right hand needs to detach from the grip and pull the bolt to load the bullet, but the gun is bound to the hand_r, How to make the right hand detach from the grip while keeping the gun from moving with the right hand bone?
You could use animation notifiers that control when to attach/detach.
Usually better to use a dedicated bone for attaching what ever item is supposed to be in hand. In the case of the UE4 mannequin, ik_gun_hand is always an option. No need to juggle animation notifiers then.
I’ve had this issue too. The trick that helped me was separating the hand release from the bolt action instead of blending them together. Let the hand fully clear the grip, then transition into the bolt pull. Adding a little delay between those movements usually makes it look much more realistic.
Also, paying attention to how the fingers wrap around the grip before release helps a lot. Small hand-position details can make the animation feel much more believable.
Are you doing this in Unreal Control Rig or another animation setup?
I agree with separating the release from the bolt pull. Another thing that can help is treating the left hand as the “anchor” while the right hand performs the bolt action. That usually keeps the rifle feeling stable instead of looking like it’s floating between key poses.
If you’re using Control Rig, switching the hand IK/FK influence at the right moment can also make the transition feel much cleaner. Has anyone tried this approach with the newer UE 5.8 Control Rig tools?
That’s a good point about adding a small delay between the release and the bolt pull. Those subtle timing changes often make interactions feel much more intentional instead of mechanical.
I also like your point about the finger positioning. It’s easy to focus on the larger arm movement, but the hand contact sells the animation. Have you found Control Rig flexible enough for those finger adjustments, or do you usually refine them in your DCC before importing?