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.
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.
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
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