So I am doing a CS:GO to TF2 port of a weapon, and I want to rig the CSGO arms onto Spy’s arms.
So what I am attempting to do is: Pose the Spy Arms into the CSGO pose, put a Child Of on each of the Spy’s arm’s bones corresponding to the CSGO arms (for example, the Spy hand bone would have a Child Of modifier put onto the CSGO hand bone). So in theory after all of that it should follow the CSGO arms movement/rotations. However there is this really strange problem that the bones get multiplied in rotations/locations from the root bone.
Here is a screenshot of the Spy arms posed into CSGO arms with nothing changed:
http://i.imgur.com/lm6Tb84.png[/t]
Here is a screenshot of the Spy arms after rotating the CSGO arm hand bone, as you can see the rotations get “multiplied” in effect for some reason. (Sorry for terrible quality)
[t]http://i.imgur.com/q9Bi6CQ.png[/t]
Here is a screenshot of the Spy arms last thumb bone being rotated, as you can see the rotations don’t get multiplied (this only happens for the very last bones of the skeleton)
[t]http://i.imgur.com/EiwqCOe.png
Is there any way to fix? Or does anyone have a different method of doing this?