Weapon's rotation issue while playing planted in the ground animation

Hey @Mind-Brain ,
Thanks a lot for your reply !

The thing is that all the animation is baked character’s joints from Maya, so no constraint is exported to UE5, only the skeleton of the character.
The weapon is not even animated, it’s attached to the ik_hand_gun joint and getting the animation from it.

I was probably not clear enough when explaining what I did.
I actually already have the weapon as a separate actor added as a skeletal mesh in the Third person character BP

I also did it the way you mentionned, spawning the weapon and attaching it to the bone I want with same result

It sounds a bit complex for what I’m trying to achieve but I’ll give it a try.
I indeed saw a lot of videos about drawing and sheathing a sword and get notifs from the animation montage to know when to play with visibility, it would be worth going this way.

On the side, I’ll double check the Maya rig and see if the ik_hand_gun joint is not receiving any rotation during the rigging process, preventing me to have the exact same values as the original Manny skeleton and giving me this offset.

Thanks a lot and I’ll post my tests as soon as i can !

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