How to best approach guns + animations?

I have the following system so far:

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the system does not replace core animations like running, jumping, etc. Instead, a simple animation for holding a weapon is played on top of the core animations. The client also manually manipulates the player’s joints to tilt the player up or down to face the camera. While these two work mostly well, there are a few issues:

  • The weapon holding animation overrides the core animations’ influence on the player’s torso, and occasionally the head. This makes the head and torso look really odd while moving with a held weapon.

  • The core animations manipulate the root piece (lower torso) which in turn also causes the held weapon to bob left to right while moving, I would prefer it move very slightly, while mostly being stable and always facing forward.

To solve the second problem, I have considered using IK, though i have no idea how to set this up. As for the first problem, I am not sure how to solve that at all.

you should try making your own core animations

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u should try using the weight parameter (assuming both animations are on the Idle priority), u should also add a spring so the player’s arms kick back (and a bit upwards) as they’re affected by recoil. Idk what gun that is so Im not very sure what point of reference to give u.