On 6/4/2018 at 6:51 PM, Scouting Ninja said:You can offset rotation by using Sin and Cos and you can offset location by making a new vector from the old one with the offset added in. Without the animations I can't tell you the exact amount or formula.
It's easier to change the pose. Unreal was made for this kind of adjustments. If you don't want to use a 3D tool for this you can use a empty and use that to offset the whole rig.
Is this happening because you are using animations from two different animation sets? Because animation re-targeting can be used to quickly fix this.
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I made it work. With the more mainstream approaches, we would require quite a bit of tweaking and since we are a very small team we can't afford it. The math I posted was correct except for the part in which I set the location and rotation of the Mesh1P to counter the socket's transform.
This way I can use less than ideal animation poses and always have the weapon centered.
Thank you very much for your help and taking time to help me out!