Two bone IK For a separate aiming animation inside locomotion

I have a ready-made blendspace with animations of movement with a rifle in my hands that I made, let’s call it locomotion_rifle, for example. I made a new state and put a locomotion_rifle in it, I also have a separate aiming animation, already inside this locomotio_rifle, I made blend poses by bool, where bool is the variable “Aiming”, depending on the value of the variable, either aiming or locomotion_rifle animation is triggered with all movement animations. In turn, the aiming animation is mixed with a copy of locomotion_rifle by layred blend per bone on the spine_02 bone so that the legs move when aiming, and then passes through the blend poses by bool node and moves into the final pose. In anim graph, I used two nodes, two bone IK and FABRIK, everything works fine, but for some reason they do not apply to the aiming animation. Here’s my question, if I used two bone IK and FABRIK on this new state, is it even possible and how do I reuse these nodes, but already in locomotion itself, so that they only work in relation to the aiming animation. I just tried to copy the same nodes, it doesn’t work. P.S. I’m using a whole UE4 Mannequin to play in first person so that the torso, arms, legs, and so on can be seen.

There are many necessary parts that are uncovered in your explanation. Other than that, it’s not quite clear what exactly is going on, at least to me. But if I understood correctly, I think I can summarize the issue like this:

You want to apply IK on your rifle locomotion. Is that it?

If so, check when that Two Bone IK node of yours gets executed. It’s placement in the anim graph matters. For example, if that node is placed after your main locomotion, and plugged into the main out pose of your anim graph, the execution flow would surely need to pass through it. But if that’s plugged into the out pose of a state inside a state machine, there will be times that it won’t be executed. (that’s not a bad thing btw, you might also want to do that intentionally) So that might be the problem in this case.

But I can’t say anything much other than that due to the limited info. If that’s not the case, it would be very helpful if you could provide all the related parts of your blueprints along with a video demonstrating the issue. Also, please describe your expected result and the unexpected outcome that we should be paying attention to in your video. If you’re not able to upload such a video on this platform, you can upload it to YouTube and send it’s link.

Unfortunately, I can’t take screenshots or videos right now, it’s nighttime, but I’ll definitely update this answer later. And as for the details, I meant that I have two bone Ik connected to Locomotion_rifle and it works fine, but I also have a aiming animation, separate, not blend space, and this node is applied incorrectly to it, the arm just stretches towards the fore-end of the rifle, and I thought to reuse two bone ik is exclusively based on this animation so that the hand is correctly attached to the forearm, despite the fact that this animation is already inside the locomotion-rifle, and the locomotio_rifle is in the new state, to which two bone ik is already applied, which is higher in the hierarchy. Is it possible?

Oh I think I know what’s going on. You see, you’d need to adjust your IK goals on different poses of your model. They will produce different results on different animations. For example, IK goals that are placed for an IK feet implementation that’s designed for walking animations or other animations that have similar leg & feet placement would not work on a jumping animation where the model bends it’s legs! Similarly, your IK goals that are placed accordingly to your aiming animation will produce different results on animations with different arm & hand placement.

I’m new to UE, I’ve only been doing this for a month, so I don’t really understand what you’re talking about. I just got out of bed on purpose to take screenshots of my project, I really hope for your help, otherwise I don’t know what to do anymore

That’s All

Okay, try this:

Open up any animation asset of yours. Navigate to the Anim Slot Manager window which should be located on the bottom right by default. If it’s not open already, you can open it by navigating to the Window section on the top left and ticking the Anim Slot Manager option under it. Inside the Anim Slot Manager window, click on the Add Slot button and name the new slot. Let’s say we named it “Upper Body”. Then, head back to your anim graph, right click on an empty space and search for “Default Slot” on the menu that pops up. Select the "Slot ‘DefaultSlot’ " option to place the slot node, and click on it. While the node is selected, navigate to the Details window which should be on the top right by default and select the slot named “Upper Body” from the dropdown menu under the Settings section. Plug your red animation node into the Upper Body slot node’s input (Source) pin and plug it’s output pin into the Blend Poses 0 pin of the Layered Blend per Bone node. Then, click on the Layered Blend per Bone node, and while it’s selected, navigate to the Details window and click on the plus (+) button next to the Branch Filters section. (Which should be under Config > Layer Setup) Once that’s done, insert the exact name of the desired bone into the text box next to Bone Name. (The Upper Body slot will only affect those with a lower hierarchy than the bone you choose) You can open up your skeletal mesh asset, decide which bone should the Upper Body start from, copy that bone’s name and paste it into that text box.

Hope this helps! :innocent:

1 Like

Man, You are the best! If it wasn’t for you, I would have dealt with this for another month, I think

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.