10 hours ago10 hr Hello everyone,I'm working on a fan remake of the MMORPG Istanbul Kıyamet Vakti (IKV) using Godot 4 and assets from the original game.I'm having a major problem with weapon attachment and character animations.The problem:Staffs, swords, axes, and other weapons are not positioned correctly in the character's hands.Some weapons appear behind the character or float beside the body.During idle, walking, running, and attack animations, the weapons do not consistently follow the hand.In some attack animations, weapons rotate incorrectly or pass through the character's body.This affects many weapons, not just one specific model.Technical details:Engine: Godot 4Character models and animations: GLB/glTFCharacter skeleton: Skeleton3DCurrent weapon system: Skin/bone-bind transformations and custom grip offsetsThe project contains multiple weapon models and animations.What I'm trying to achieve:I want every weapon to follow the correct hand bone without stretching or deforming, while preserving the appropriate idle, walking, running, and attack poses.My questions:What is the best way to attach rigid weapon meshes to an animated skeleton in Godot 4?Should I use BoneAttachment3D instead of modifying Skin bind poses?How can I calculate the correct grip point and local rotation for weapons imported from the original game?Could incorrect coordinate systems, bind poses, or animation retargeting cause these problems?How can I fix this for hundreds of weapons without manually adjusting every animation?I can provide screenshots comparing the original game with my Godot version, along with sample models and animation data.Any technical advice or references would be greatly appreciated.Thank you! Edited 10 hours ago10 hr by afresyab
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