🛡️MWeapon [IK] Properties

Overview

All weapons inherit from the MWeapon class and share the following IK properties.

Parameters

Right hand

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 Left

Aim IK profile to be used when the weapon is left-handed.

Aim IK Right

Aim IK profile to be used when the weapon is right-handed.

The IK Profiles are enabled using the IK Aim Animation curve

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 parameter is mark as disabled since its value is being set from the Animation Curve

Two Hand IK

The weapon requires both hands to be held.

IK Hand Left

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

IK Hand Right

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

IK Free Hand 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:

In this attack the auxuliary hand is released for a moment and then it grabs the weapon again

Last updated

Was this helpful?