So, I have two animations I have made. An idle animation and a swing animation:
I have tried to blend these in unity as a test for when I add in running, or sliding, etc. But I ended up with this:
The ideal in this situation is for the hands and hammer to move with forward kinematics.
However, when I am animating in blender, I followed a tutorial to set up a placeholder weapon with an IK in my rig. This makes animation far easier as I can move the weapon to move the hands, to move the arms, etc. However,
I want the final animation to be FK, not IK. Is this achievable?
These are my current weapon bones:
I honestly can't think of the best way to go about this. To recap, the goal is to have it so, when I set up animation mixing in Unity, with one animation controlling the arms and weapon (idle animation) and the other animation controlling legs, torso and head (attack animation), the movement of the body should not only affect the arms, but also the weapon and hands.