πŸ“—
FPS Animation Framework Legacy
CtrlK
  • πŸ‘‹Welcome!
  • ⭐Introduction
  • Tutorial
    • 🌟Getting started
      • πŸƒβ€β™‚οΈCharacter setup
      • πŸ“·Camera setup
      • πŸ”ΆLayers setup
      • πŸ”·Controller setup
      • πŸ”«Weapon setup
    • πŸ’»Integration
      • πŸƒβ€β™‚οΈCharacter
      • πŸ”«Weapon
      • πŸ”ΈLayers and animator
    • πŸ”₯Animation Workflow
      • 🦿IK Rig
      • πŸ”§Character Animation
      • πŸ”§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
      • πŸ”ΉPlayables Sub-System
      • πŸ”ΉCurve-blending
      • πŸ”ΈAnimSequence
      • πŸ”ΈWeapon Bone
      • πŸ”ΈIK Animation System
      • πŸ”ΈWeapon Anim Asset
    • πŸ”ΆAnimation 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
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  • Basics
  • Settings
  1. Fundamentals
  2. πŸ”ΆAnimation Layers

Weapon Collision

Basics

This layer adjusts weapon position and rotation to avoid collision with objects in game world.

Settings

Settings for weapon blocking are defined in a Weapon Anim Asset:

  • Weapon Length - raycast length.

  • Start Offset - ray start point offset.

  • Threshold - max allowed clipping distance, if exceeded, a Rest Pose is activated.

  • Rest Pose - applied whne threshold is exceeded.

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Last updated 1 year ago