IK Retarget Data

The IK Retarget Data is Assigned from the PDA_ItemCharData which stores all data involving an item

IKRetargetData is located under the Linked Animation Sets and is kept separate from the AnimSet since it may differ between characters that may share the same AnimSet

The PDA_HeldObjectSettings or HOS is where the Data Assets associated with a character are located. The Live Retarget Settings will differ between Poses since the offsets are caused by Anatomy Issues. You will notice that we are using a Map where the Lookup Key is a Gameplay Tag Associated with that Stance (I'll explain how this works on the Linked Animation layer next).

The fact that we need different Offsets for different poses is due to the differences in bone length and rotational translation from one skeleton to another. That is why a single offset won't suffice.

The Held Object Offset Hand L/R stores the offset of the item from it's associated socket. There is no need to offset this socket manually outside of this since it will likely differ across your varying characters. Therefore it makes much more since to have this offset manually from code.

The PDA_LiveRetargeting Asset is responsible for storing the IK Offsets per state/pose. It allows you to correct hand offsets. DO NOT USE The Static Offset, it's in Mesh Space and will offset the hand back forward when aiming up/down. In order for this feature to work Enable IK must be checked, this is on by default. Blend to Source forces the hand to where the Source Skeletons Hands are during retargeting.

DO NOT USE The Static Offset, it's in Mesh Space and will offset the hand back forward when aiming up/down.

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