IK bones using Layered blend per bone offset in animation

I’m trying to blend an animation I have with the lower body using Layered blend per bone. It works fine for anything down the chain from spine_01 (the bone I’m specifying) but the weapons are attached to the ik_hand_gun bone. This bone is not the child of spine_01 so I add it also as a blend. However, it is seeing an offset during the animation. I suspect it is due to it not receiving important information from the root but I don’t know how I can get my animations blending properly.

Does anyone have any solutions?

Attaching the weapon to a virtual bone or socket of the hand would probably work better.

Then you could use the IK nodes in your animation blueprint to handle any of your IK needs.

That was what I was thinking too but unfortunately I am unable to attach a socket to the virtual bone or add offset to it. It’s a shame as this would have worked perfectly.

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If you have a good working setup with ik_hand_gun, dont switch to a socket on the hand, that would be a downgrade. Setup blend masks. For example mine has spine_01 all the way down to the fingers set at 1.0, then all the ik_hand_x bones are set at 1.0, pelvis and legs are set to 0.0. What I do is I have a virtual bone on the head of my skeleton, at the start of the anim graph I do CopyBone to move that VB to the ik_hand_gun bone, run all my procedural logic on the VB, then do the layered blend per bone using the mask, then use CopyBone again to copy ik_hand_gun to the VB

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how do you attached your weapon to ikhandgun and moved it properly i want to make system like this for sniper rifle but cant find any tutorials about it everyone use handr