#PoseSamplerLayerSettings issue with default weapon transform.

1 messages · Page 1 of 1 (latest)

still elm
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The problem is that for some reason the default weapon pose field doesnt correctly transform the weapon to the transform that I copied from the scene like this timestamp on the tutorial:

https://youtu.be/TrArdvyHZGc?si=1k0q1IPmqqn0xfdn&t=516

The values are placed but the weapon spawns in a different place like the images below:

🔥 Get it on the Unity Asset Store: https://kinemation.short.gy/uas-unity-fpsaf
🌌Check out this FPS Animation Pack: https://kinemation.short.gy/uas-fps-pack-ultimate

✨ 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 proce...

▶ Play video
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It seems like from the camera transform axis in one of the images that the weapon somehow inherits those axis? also not sure why the camera shoots upwards like that

remote thicket
still elm
remote thicket
still elm
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the weapon is still misaligned with overwrite root checked.

Is there anything else I could have missed in the setup for it to cause the alignment to be buggy like this?

remote thicket
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Your setup is fine, the issue is with the animation itself, all because of the root bone rotation

still elm
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I’ll try that today

still elm
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I tried this on the root bone, but it didnt change anything when you press play in runtime it is still misaligned. I had it working before with another model, could there be issues with the model/rig that I need to fix beforehand?