FPS arm animations/ joints(?) break when moving fast
This issue seems to affect all my FPS characters but can be found easiest in my Dream ''Cold Conundrum''. If you reload or use melee after getting the gun in the first level (Cold Conundrum: The Woods), the arms will get stuck in weird positions if you move at the same time. Especially if the slide move is used, which also increases your speed.
The arms on the puppet were completely seperate from the puppet and scoped into the head group. They are made up of non-moveable sculpts. In Cold Conundrum there is no keyframe to force the arms back to their original position (this should happen once no keyframes are active), but it should be noted that I'm seeing the same problem on a character that does have a constantly active keyframe that forces the arms into a certain position.
Not that it's necessary to say, but this issue only occured after the update to the release version.
Should anyone else come across this problem, these are my findings:
The bug always gets triggered by moving while the arms transition from an animated state to a non-animated state. This means there are two solutions: either prevent the player from moving while this transition happens or always keep the arms in an animated state. That first one is only really possible when you have a contextual animation (like the pulling of a lever), but the second one always works.
Keeping the arms in an animated state is as easy as always keeping a keyframe active that holds all the parts of the arm in position (while other animations are inactive of course). This is the solution that Kevin also posted here! Things get a lot harder when dealing with a lot of animations, but in essence this is always the solution.
Currently it's still unclear why this bug happened in the first place, or if there is an easier solution, but those two fixes were basically how I solved all my animation issues.
Ok I found that if I use the same method that I used for the Melee for the Reload I get a better result.
Instead of powering the Not Base pose from the reload counter. Put a Not gate on the reload anim.
Make it as long as the timeline (up to the final keyfram) and wire that to the Not base pose.
hmmm my fix seems to be more successful for the melee than the reload.
The reload still pops a bit although doesn't seem to get stuck
Just investigating why that is now.
I knew the community would have some doozies for me. I have found a content solution for your problem.
I spotted that the final key-frame in your reload animation is essentially the base pose for the gun.
I copied this key-frame to the main circuit and named base pose
I then power it with a Not gate
I take the counter output powering the reload animation and wire it into the not base pose
I added a note gate to the melee animation for the duration of the melee and wire that to the not base pose
This gets us part of the way there.
I add a small amount of slow power 0.1 seconds to the base pose to help smooth over the frame of transition
Finally, I enter record for the base pose key-frame and I delete the FK on the hand and change it to IK.
I will need to investigate to see what code change actually broke this separately to understand exactly why this fix is required.
Thanks for the report, investigating now :)