Problem with left hand when playing fire montage

Hi, I have a problem with my montage.

I set an anim graph with two bone IK for right hand and left hand, i tryed with fabrik, in idle pose and in aiming pose, the left hand is OK, but when i play the firing montage, the left hand dont follow correctly.

Show this video : https://youtu.be/DEyIchq9ZvM

here you can see my layered settings for this montage :

Here my montage settings :

And here my animation settings :

Did you have a solution ?

Try disabling the IK hands when you play the anim montage. Their IK goals are only meant to be used for specific poses and if it’s intended to function during the idle pose while the hands are located straight down or during moving poses while the hands are on the sides, it wouldn’t work as expected while the hands are on the front.

Not work =(

just for information this is my hand IK in anim bp :

How did you handle disabling that? When you trigger the anim montage, you can set those variables you use to enable the IK hands to false until it’s complete. If you attempted to handle the disabling inside another locomotion it wouldn’t work as it would get overriden by the constant execution flow that gets fed into the main out pose which is where this execution chain of yours is probably connected to.

Also make sure you have the default slot connected to the main out pose.

I make a thing like this :

Capture d’écran 2024-09-25 190401

This variable is link to my anim bp

if you have a better solution, can you make a screen ?

Yep, like that. But also make sure it doesn’t get set back to true somewhere else in your code as this is just a momentary adjustment.

If that’s not working, also make sure to have the default slot plugged into the main out pose in your anim graph.

Ummm btw I just noticed something in the first screenshot of yours, why do you have the same cached poses plugged into the same layered blend pose node?

I resolve the problem.

I just modify my animation settings, in additive settings i replace local space by mesh space and its works.