Hi, I am working with an animator who is new to ue4 for my project. I am familiar with aimoffset/animBP/statemachine/blendspace stuff, but I do not have much experience with virtual bones and IKs. My character uses UE4 mannequin. My weapons(mostly guns) are separate skeleton mesh. They have their own animations for mechnical motions(for example, bolt open/trigger pulled). I am wondering what is the best workflow for making the weapon follow hand movement. There are a few I can think about but I can’t decide which one is the best.
- bake the movement of the entire weapon into animation data. Export weapon and body animation separately with the same root position. So in UE4 the gun and character move completely independently. That’s the way I choose for first person animation. However I imagine that would create some bugs when I make AimUp/Down offset, or use a character with slightly different height.
- From tutorials I’ve looked at, the simplest way is to directly create a weapon socket under hand_r bone and attach the weapon onto it. However it makes it impossible to perform certain tasks that require right hand to leave the grip(for example, right hands leaving the grip to pull charging handle).
- The other solution is to ask my animator to create a new bone under hand_r to act as a movable weapon bone, and animate weapon movement using that bone. So if needed this bone can temporarily leave hands for some special task, but stays with hand movements most of the time. However this means when importing animation I need to create a new skeleton rather than using UE4 Mannequin. This seems like the best solution so far but I hope to keep the ability to directly use any UE4 Mannequin character if possible.
- I’ve searched around and saw some posts mentioning using ik_hand_r and making this bone follow hand_r. But I don’t know how that can be done UE4? I am not quite familiar with IK bones in UE4 and I am not sure this is the right way to use IK bones here.