🛡️MWeapon [IK] Properties
Last updated
Last updated
All weapons inherit from the MWeapon class and share the following IK properties.
When enabled the weapon will be used in the Righ Hand, when is disabled the weapon will be used in the left hand
Aim IK profile to be used when the weapon is left-handed.
Aim IK profile to be used when the weapon is right-handed.
The IK Profiles are enabled using the IK Aim Animation curve
Shooteable weapons require an Animation Curve called 'IKAim' on their animation clips. This will set the weight of the IK Aim profile to correct the pose of the Human body to aim properly
That IKAim is then read from the Animator Controller to set the IK Weight for Aiming the weapon
The weapon requires both hands to be held.
Reference for the IK Goal for the auxiliary hand if the Hand is 2-Handed and the Main Hand of the weapon is the right-hand
Reference for the IK Goal for the auxiliary hand if the Hand is 2-handed and the Main Hand of the weapon is the left-hand
The Auxiliary IK Hand is enabled using the IKFreeHand Animation curve
Some weapons like 2handed axe require for the weapon to be held with both hands
Make sure all your weapon animations have the curve IKFreeHand properly set as an animation curve
This will set the proper weight to activate the IK for the Auxiliary Hand.
Some animations will require a more refined curve like an attack when the auxiliary hand needs to be released for a moment: