how can i override the shield animation when i put something in the offhand slot??
no matter what you put there, it automatically starts the “TPV_Hatchet_HM_Idle_Shield” animation, which is an additive anim. how can i make this stop? when i define nothing as default shield animation, it looks like this:
actually i have a backpack which goes there, but i don’t need the player to hold his hands like he holds a shield…
alternatively i can imagine to make (secondary )weapons go in the offhand slot and use them with the secondary attack (right mouse button)
On equipped this works 100% for 3rd person but will revert to default “holding” anim in 1st person if you switch weapons. 3rd person was all I really cared about so didn’t go any further than this. I suppose you could do it on a tick or looped timer to keep it from reverting.
thank you very much!
strangely enough i have the same setup for TPV and my guy still ends up like this:
no matter if i try to apply on equipp or on begin play inside the buff…
but i’ll look into the FPV solution and also the PGD overrides.
I don’t really know what the difference is between animation montage and sequence, but it seems like the default shield anim (TPV_Hatchet_HM_Idle_Shield) is a sequence.
trial and error work is so much fun
At least it’s interesting to see, that this gives me the exact same result as pictured above:
EDIT: seems like if i add the whole logic (including your FPV part) it works until i use a weapon and put it away. he suddently goes back to “knot-mode”.
even if i tick this, there is a short moment where the TPV mesh is distorted very badly before it goes back to idle.