Finally got around to reworking the system and I’ve almost gotten the desired result. I’ve got the turn in place working properly from a functional standpoint, but I’m having difficulties getting the upper and lower bodies to blend properly, resulting in the leg animations not playing all the way.
I’ve got hand IK working quite nicely. The right hand is solved on a socket on the head to prevent the model from bobbing, while the left hand is solved to the right hand effector with a transform to a socket on the pump, allowing the hands to move with the pump. The hands are balanced properly now, but I’ve run into a wall trying to get the Call of Duty style weapon offset sway I described in the original post. I’m thinking the best way to do this is to have an RInterp from the current rotation of the IK FABRIK for the right hand to the mouse movement rotator, but I haven’t been able to get the rotations to work in the desired way just yet.
I’m not able to access my computer at the moment to post images but when I’m home in a few days I will. Currently, the anim graph for the turn in place problem is as follows:
- Use cached pose from the basic locomation state machine into the aim offset that only has YAW plugged in, then feed this into a new cached pose called AimOffsetYaw
- Feed AimOffsetYaw into a Layered Blend per Bone on the pelvis, with the AimOffsetCenter acting as the pose to blend between. Blend depth is 4.
- Add the aim offset again but this time with only pitch attached so the previously blended idle pose doesn’t overwrite the pitch aim offset.
Is there a specific way to blend the aim offset and idle to seperate the two halves of the body? Also, when you mentioned “solve the distance on the forward vector, offset downwards by the position of the iron sight and that’s the gun hand bone location to have it smoothly interpolate on it’s own” in your first reply, was that referring to the CoD style sway? I didn’t really understand that.
Thanks again for the point in the right direction!