ik & animations hands

Support for MFPS 2.0 (for verified users)
Forum rules
To request support/assistance for MFPS, you first have to verify your purchase by sending your purchase invoice number to Lovatto in a PM.
Post Reply
User avatar
xmonster0
Contributor
Contributor
Posts: 36
Joined: Fri Jan 08, 2021 8:58 am

ok so when i change the idle animation in umotion and get it straight ish like so Image and then exit out of umotion and replace the animation in animator and then hit the left hand Ik here Image i immediately get this Image.

where does this pose originate? is it coming from an animation? if so which animation? there is several standing aim animations and they all seem the same and are named the same.

if not then where? one way or another what is the best way to correct that without trying to copy the avatar?
User avatar
Lovatto
Admin
Admin
Posts: 1834
Joined: Sun Dec 07, 2014 3:18 pm
Contact:

The right-hand rotation is controlled in runtime by IK, that is why the rotation would not be the same as the default animation pose,
what you can do is modify the rotation offset, for it simply modify the Vector3 Hand Offset of bl_PlayerIK.cs which attached in the player model of the player prefabs (where the Animator component is).

You can do this in runtime so you can preview the rotation offset while you modify the values.
How to find your Invoice Number: Here
How to find your Order Number: Here
Post Reply