

You can also preview an Animation Sequence and observe the Virtual Bone following the target Bone for the duration of the animation. Without it, the hands and weapon will "swim" causing unintended movement. In this example, Virtual Bones with IK are being used to maintain the rifle and hand positions while an additive head-look animation is playing. Using this feature, you can set up inverse kinematic (IK) systems which make the character limbs follow the Virtual Bone, resolving "swimming" and other limb wobbling problems from complex animation systems. In other words, Virtual Bones can directly follow a target Bone, without receiving the additional effects of the forward kinematic (FK) hierarchy of all joints leading to that target. In most cases this means that a Virtual Bone would be parented to the root Bone, but following an end Bone, like a hand or foot. Virtual Bones are Bones that follow the transforms of another Bone, but in a different Bone space. You have a basic understanding of working in Animation Blueprints. Your project contains a Skeletal Mesh Actor.
#WEAPON BONE FIWI HOW TO#
This document provides an overview of how to create Virtual Bones in your Skeleton, and use them within your Animation Blueprint. Virtual Bones, used in combination with IK nodes, can be used to correct this unwanted behavior. When building complex blending, layered, or compressed animation systems, there may be cases where this causes extra and undesired movement (known as "swimming") on character limbs, typically on hands and feet.
