Im separating the upper and lower body animations for my character and I noticed when using Layered blend per bone to separate from the spine that it causes shakiness in my hands (as shown in a comparison in the video). When I bypass this node its perfect and there is no shake to the hands. Any suggestions?
Yes, its actually the aim offset.
order of operation is apparently important - or there is some sort of bug in how the track calculations are layered.
Try moving the aim offset as the very first thing after the original state machine - I would say even before the first cashed pose.
Try applying it to Lower first.
if that fails, then the individual weapon poses.
See if that results in no shake.
When i remove the aim offset im still left with the same issue, its the layered blend per bone node. I’ve tried it in every order i can think of without any luck
already tried, its only that node thats causing the issue. if i remove that node everything is perfect, playing the individual animations its still perfect. Its only when i try to separate the upper/lower body that it shakes
I just had to put the same node after my AO.
After editing the aim offset with new animations - for whatever reason - the aim offset started to affect the angle at wich LegIK bent the knee joint.
Seems like a bug. I had very similar animations which involved the legs beforehand too, but never had any issues - same BP across 3 projects since .19…
Not sure what caused it exactly, but the blend node is working fine for me, and addresses the issue without having to re-re-do the aim offset animations.
I did also change the curve blend to just use the original curves and ignore the AO info. Doubt that the shake comes from curve data, but you can give that a try as well…