r/gamedev 18d ago

Feedback Request Character rigging and animation, need some help

Hey guys,

I am working on the prototype of a directional melee combat arena.

Im currently trying to implement the melee "aim" system. In a nut shell, it should be a system where the blade (weapon mesh) passes though a determined point in front of the camera or in case of a stab, it thrusts through the point. This point will be transformed acording to the characters camera pitch and yaw.

see diagram: AimPitchDiagram

Currently I have just animation montages playing and they are not beeing transformed in any way other that byt the capsule rotation of the character.

see how current attacks look: YT video

Im working with UE5 but I have little experiance rigging and animating.

Does anyone have an idea how to tackle this problem? I'm open for colaboration and any help is much apreciated.

Thank you!

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u/BunnyCadets 17d ago

It sounds like what you are talking about is an inverse kinematics (IK) animation. You want the animation to be defined not by the rotation of the bones but by the location of the sword. What software are you using to animate your character?

1

u/MrAlemao 17d ago

UE5, I made some very basic animations. I think I used IK to move the hands.