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:
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)
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)
Is there any way to fix? Or does anyone have a different method of doing this?