True First Person Shooter Camera with 2D Aim Offset: Body Rotation & Weapon Position Issues

The content examples are a starting point but they can be quite horrible.
the foot one for instance is less help then a graphic explanation on what needs to be done…
the gun ones however give you the basic ideas on how to balance the gun.
the wall punch one is also a decent start for managing bone placement.

Foot IK is kinda hard. It involves some trigonometry too. Hand ik is easier unless you need to interact with a wall.

Btw, just wanted to add.
to prototype stuff before you get into the animation I just managed to successfully use the Paragon TwinBlast turn in place animations for travel (no guns, hands down).

The workflow is pretty simple. Set up retargeting with same A poses on both rigs, retarget the animations, cut them down to frame 28 so they all match.
Then add your needed metadata curves (like foot IK and the IsTurning).

In a pinch that allows you to run tests and check that the root/yaw calculations actually work as intendei since you can easily ■■■■■■ up the +180/-180 angle and what should run when since the 90deg one have to happen on a range of something to something else in order to work.
the example project has this, but the calculations didn’t work for me as I wanted 45 degree turns as well.

Now that it works I’m in anim hell for a couple hours trying to make a realistic 180 turn in place thing…

(Also the paragon animation feet arent the best example of movement for turn in place, but the curves on twinblast were inverted in the negative and they seem to work much better then what I had in the positive…)