Left hand not completely synced with right hand.

I’ve got an animation for a player model where both hands are holding a gun. The animation is done in blender where I’ve connected the left hand bone to the right hand bone. In blender the left hand follows the right hand perfectly but when importing the animation into unreal there is a small but visible deviation where the left hand has a slightly different path.

I’m using a few key frames for the animation. Do I need to add more keyframes or what is the solution to get a more strict animation where the hands follow eachother better?

Did you bake the animation in Blender using visual keying?

For attaching hands to weapons, it is common to utilize something like 2-bone ik in the anim bp.

Eg. Attach weapon to right hand, then use two-bone ik to attach left hand to mount point.

No I don’t have visual keying enabled. Is it something I should have?

Might try that too.

If you’re using constraints to attach the left hand to the right hand I think you need to actually bake the animation to get the correct results. The command is Bake Action. Bake the pose data with only selected disabled, visual keying enabled, clear constraints etc disabled.

Thanks. Good explanation. Unfortunately the behavior persisted in the baked animation as well. Typical. I’ll try the IK setup next.

You can also animate one hand (the right one I guess), set the left hand in the correct pose in the first frame, then use the Bone Driven Controller to drive the left hand bone.

I should probably try that too. Now I chopped off his left arm and attached it as a static mesh. Works well actually, but he won’t be using that arm anytime soon.

Set it to 0

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