![]() ![]() Usually I set root to anim and pelvis to anim-scaled and all other (deform) bones to skeleton. I already had IK bones for hand and feet but the ik root and ik gun bones was missing so I added them and exported the mesh again including the IK rig. Even if I don't need my IK rig of my custom mesh for this setup I wonder how one would retarget IK bones the right way? I ignored them previously but it seems they could be handy sometimes and I would not retarget and modify all anims again after I modified them a bit to fit to the shape of the character. Then once the reloading anim finished and IsReloading was set back to false, I would head back to the animation state that did include the TwoBoneIK node. Then when my IsReloading boolean was true, I would transition to the different Rifle animation state that would have the setup without the TwoBoneIK. In order to fix that, I had to basically create the same setup but without the TwoBoneIK node (basically what you had before). Also, once I did this, I was having trouble with the reload animation in that the left hand would stay stuck to the gun. BoneSpace lowerarm_l or upperarm_l works both if you move the joint target arrows in the preview of the anim_bp somewhere near the left hand ellbow. That means you have to add the joint target location as well. ![]() Edit: Just in case anybody else is trying to do this with two bone IK: After playing a bit with this setup I found out that looking upwards causes the left hand ellbow to look a bit strange. Even no issues with multiplayer setup or custom mesh without IK rig (just normal hand bones). I read up a lot about how people would use the Two Bone IK but then the bone movement would lag and look bad.Thanks a lot! ![]() The reason I do this is to make sure the left hand doesn't drag a frame behind when it needs to be updated. Then I was able to just place the left hand where it properly needs to go and it will always be in the correct position. What I actually did was set the IK bone to the left hand bone and then change the Effector Location Space to BCS_BoneName and then set the Effector Space Bone Name to the right hand bone. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |