Hi, what if I want use ik_hand_gun what is the set up in the anim graph?
(Project 1 arms only)
![]()
Hi, what if I want use ik_hand_gun what is the set up in the anim graph?
(Project 1 arms only)
![]()
Hi, sorry for the delayed answerâŚ
A new anim bp would need to be developed and tested, currently the product was made to use hand_r insteadâŚ
Sorry again
Hi! I am struggling hard with aiming and implementing ADS etc, but am using an existing BP helping on a project that has its own AnimBP erc, but it does have separation for upper and lower body stuff already.
How hard would this be to integrate? The animBP links a lot of cached poses which themselves are simple overlay states using like 1 frame anims. If I could somehow make this compatible with that I would be over the moon.
Hi!
Regarding the separation between upper and lower body, it doesnât really matter - youâll use the procedural aiming part only on the upper part of the body in this case, which is what matters for aiming.
Regarding the overlay poses, it also doesnât matter, since youâll place the nodes for the procedural aiming after all other nodes, so it will basically take in the final pose of your Anim BP (it doesnât matter if this pose is a result mixing or overlaying a bunch of additive anims) and move the hands to aiming position after that.
The real problem is having the gun attached to another bone instead of the hand_r bone. Or if you move the gun in relation to hand_r after you attached it. In both cases the gun will move independently from the hand_r bone and will cause aiming alignment problems.
So I could use this with my Charzcter BP and ABP if I do that alteration? The weapon sockets are indeed on hand_r, when I make them initially I do have to like reposition the socket and such to match rotation and location. Does setting up the socket like that mess with stuff?
Yeah, but youâll need to do a few things to your character BP, animation BP and gun BP. You could take a look first at the instructions videos at the store if you want to have an idea.
No, it doesnât, you can reposition the socket any way you want, as long is it belongs to the hand_r bone.
Okay, last question, but would this work with a setup where the weapon is a separate actor and not a component of the player BP? If so I think i can make this work
Yes, it also works with the weapon as a separate actor, you only need to make a minor change in the BP.
Bam, purchased and i will email you my order info so I can get in on the discord.
It seems like this framework only uses a portion of ALS features and such, so hopefully I dont need to do as much as the video but its also got me trying to figure out which tutorial I should use. Ive got the entire ABP retargeted to my skeleton and im going through now to get the variables over to the main ABP. Not entirely sure how im going to override the earlier aim overlay states but i think i saw it covered in one of the videos.
Hey, thanks a lot for purchasing! Iâve sent you an invite to the Discord server.