Need an advanced tutorial on correctly attaching guns to characters

You’ll notice near the end of this video that he offset the location of the gun to approximately get the gun in the right location. While although this is a simplified method, I don’t think it’s going to be a professional solution because you’ll see that although the right hand is in the right place, the left hand isn’t gripping anything:

I would like to see a more advanced tutorial on attaching guns to characters and changing the poses to match the specific gun. Because each gun is going to require a different pose since you can’t hold a pistol like you would a rifle or hold a grenade launcher like a rifle.

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I think gdtv have a blender course on here.

This isn’t the kind of work you would really do in unreal. The reason why these Paragon assets are bit finnicky like this is because they use a slightly different animation system. Here, we’re essentially kitbashing together the shooter to be demonstrated how all the various C++ components of a simple shooter game come together.

There’s a few lengthy tutorials regarding various methods different creators have tried to get around various issues of adding and removing weapons from Paragon assets. Wrait or whatever his name is probably one of the easier to use!

As a c++ developer the essential part here is learning how to do the whole binding rigging part yourself in Unreal, but in a professional environment, you’d be using bespoke assets from dedicated artists where this had all been done in blender/maya/the other one. There’s quite a few tutorials online regarding specifically working with these assets.

There are a few options with making custom poses, retargeting, various options with control rigs, you can just delete the weapon and get another one that’s a better fit. You could probably get a fair bit of mileage out of just a more complicated animation blueprint than you have at this part of the course.

Ultimately though if you want to get a ‘proper’ solution you’ll need to open up and learn some stuff in blender, which is outside the scope.

In this video, Building Modular Characters in Unreal Engine | Unreal Fest 2022, Jeremiah explains, around the 10 min mark, how to properly posistion a mesh to a skeleton and briefly talks about why modifying it’s transforms could cause issues. It’s more about the physics bodies attached to the attached mesh, but I believe it answers part of your question. Basicity, you create a socket and move the socket, not the rifle mesh.

Pigging backing what Adam said, to move the hand, you would have to modify the animations. You can use Blender, but getting the animation into and back out of Blender can be challenging(it is for me at least). Additionally, there’s Control Rig. I haven’t played with Control Rig yet, so I can’t say if it would solve your problem. I also remember seeing modified animation where an object, like a button, could be placed at the knees, above the head, or anywhere inbetween, and the character could reach out and touch it(modifying the animation). I think it’s in the Content Example

Hopefully, someone else will come along and speak more on these things, lol.

You could go into each animation and change the position of the left arm manually, or you could use a 3d editor to make a new gun based upon the gun that the character is supposed to be holding

although the changing the animation manually would probably work better for this case, don’t forget to make a copy of the animation if you are choosing this option

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