📗
FPS Animation Framework Legacy
  • 👋Welcome!
  • ⭐Introduction
  • Tutorial
    • 🌟Getting started
      • 🏃‍♂️Character setup
      • 📷Camera setup
      • 🔶Layers setup
      • 🔷Controller setup
      • 🔫Weapon setup
    • 💻Integration
      • 🏃‍♂️Character
      • 🔫Weapon
      • 🔸Layers and animator
    • 🔥Animation Workflow
      • 🦿IK Rig
      • 🔧Character Animation
      • 🔧Weapon Animation
    • ❗Troubleshooting
      • ❔Issue with IK, Left Hand, ADS
      • ❔Broken Character Pose
      • ❔Spinning Character
      • ❔Left Hand IK Always Active
      • ❔Left Hand IK Error
      • ❔Transform NaN Error
  • Fundamentals
    • 🦾Animation System
      • 🔹Playables Sub-System
      • 🔹Curve-blending
      • 🔸AnimSequence
      • 🔸Weapon Bone
      • 🔸IK Animation System
      • 🔸Weapon Anim Asset
    • 🔶Animation Layers
      • Ads Layer
      • Left Hand IK Layer
      • Right Hand IK Layer
      • Locomotion Layer
      • Look Layer
      • Recoil Layer
      • Sway Layer
      • Leg IK
      • Weapon Collision
      • Slot Layer
      • Pose Blending
  • Tools
    • 🟢Validator Tool
Powered by GitBook
On this page
  1. Fundamentals
  2. Animation Layers

Left Hand IK Layer

PreviousAds LayerNextRight Hand IK Layer

Last updated 1 year ago

Will attach the left hand to the target transform, specified in the WeaponAnimAsset.

  • Mask Curve Name - animation graph curve to control the weight (e.g. reload animation).

  • LeftHandMask - avatar mask that includes the left hand and its fingers. This mask is used to cache the default left hand pose and apply it automatically, even if the target is not assigned.

  • Use Pose Override - whether the layer should always use the base weapon pose.

  • Force Left Hand Update - whether should always follow the left hand target. By default, all the necessary values are computed when a gun is equipped.

// Does not have any public methods.
🔶