Thank you a lot mate. When I show case my game I’m going to shout you out. This video helped a lot. The method I had didn’t work good. Been stressing trying to find out that I avoided it until I couldn’t anymore. Now I can properly do my 2 hand weapon
@@steen_is_adrift usually, there are more than one way to solve a problem.. control rig(at the time of this video) was harder to use and slower to execute too. I was looking for the solution that was faster to execute..
some reason this stopped working. i believe i changed a variable or connected a pin and it caused it to not read the location of the socket on the weapon. any idea how to fix. Keeps saying it accessed none for the node thank you.
It can't be this easy. If the models have slightly different bone transforms than the ue4 mannequin, then just solving the hand rotations wouldn't be enough. I'll try this later on, but it can't be as easy as using the fabrik node.
@@n1lknarf did you test it with another model? you would have to setup a different socket in the weapon for each skeleton you add, in my case I had two, male and female ue4 skeletons, and then use the right socker based in the skeleton's gender. I used ue4 skeletons because our project used cc4
I have watched dozens of IK videos for days but only yours did work properly. Thank you so much. Transform to Bone Space function was important.
@@akiftheafk yeah, I'm happy it helped you, I too was having trouble getting it to work properly
Thank you a lot mate. When I show case my game I’m going to shout you out.
This video helped a lot. The method I had didn’t work good. Been stressing trying to find out that I avoided it until I couldn’t anymore.
Now I can properly do my 2 hand weapon
You are welcome mate, yeah, it took me a lot of time to find the proper way to solve this problem, was stressing me out too. I'm glad I could help!
Thank you. Only you help me with this problem.
no worries mate
hello. I am using an Animation Blueprint template without creating an animation in the Animation Blueprint. How can I apply it in this case?
Hey! without seeing the blueprint you have I wouldn't be able to tell
father? think i found the holy grails….
If I am understanding this correctly, the solution is to not use a control rig, and use the limited IK tools in the animation blueprint?
@@steen_is_adrift usually, there are more than one way to solve a problem.. control rig(at the time of this video) was harder to use and slower to execute too. I was looking for the solution that was faster to execute..
some reason this stopped working. i believe i changed a variable or connected a pin and it caused it to not read the location of the socket on the weapon. any idea how to fix. Keeps saying it accessed none for the node
thank you.
could you try looking into the name of the socket on the weapon model itself?
@@draicor tried everything. Just ended up deleting the entire system and redoing since it isn’t that difficult to set up. Works like a charm now
@@MaximilianMitchell
sometimes is really hard to find an error, i'm glad you fixed it though
Fantastic video
thank you!
Thank you alot 🥰
your welcome mate
It can't be this easy.
If the models have slightly different bone transforms than the ue4 mannequin, then just solving the hand rotations wouldn't be enough.
I'll try this later on, but it can't be as easy as using the fabrik node.
@@n1lknarf did you test it with another model? you would have to setup a different socket in the weapon for each skeleton you add, in my case I had two, male and female ue4 skeletons, and then use the right socker based in the skeleton's gender. I used ue4 skeletons because our project used cc4
grazie
That's why he's the MVP that’s why he's the GOAT 2:07