#Item positioning is not correct.
1 messages · Page 1 of 1 (latest)
Hi, so the issue is that the flashlight has offset relative to the IK WeaponBone?
Hi, well I dont understand...
I think flashlight has no offset to the IK WeaponBone.
How do you chech if it has a offset?
Ahh probably seems yes?
The flashlight seems to be fine. Did you try positioning it in the editor?
I don’t think so. Do you mean positioning in play mode?
I was thinking when object is placed on 0,0,0, they will be spawn at WeaponBone’s 0,0,0 position
Yeah, it will follow the weapon bone in this case. You can try sampling the flashlight pose in the editor, then positioning the flashlight
You meant like using preview mode to sample flashlight pose?
I am so sorry but I dont understand
Oh yeah, well I did understand how to position it by watching this: https://www.youtube.com/watch?v=TrArdvyHZGc
✨ In this video tutorial, we will set up a character and a weapon from scratch.
We will use the free example demo project, so make sure to get all its contents before proceeding.
🧧 Prerequisites:
• Get the demo project: https://github.com/kinemation/scriptable-animation-system
• Import the FPS Animation Framework package.
• Import the New Unit...
One more thing.
Could I ask why is it positioned a bit far from the hand, and body's rotated a bit?
I was using UMotion to create animation, and this is how I supposed to
The animation modifies whole left and right arm, and hand
Hi, is the stabilization enabled in the Pose Samplaer Layer?
I think yes?
Right, you just need to include keyframes for the lower body too
Do you mean I need to write keyframes of legs for walking?
I was thinking that this animation just overrides current walking animation
Yes, you can bake them quite easily in the editor