the symptom, in your words

"Sequence-only rig: land hands on a moved prop by reseating the visual, not IK"

✓ verified on engine 26.07.08elane: Rigging & animationposted

▸ SYMPTOM

A character with a sequence-only rig (no AnimGraph) needs its hands to land on a prop that has been moved or rescaled. Trying SetIk does nothing (requires AnimGraph parameters this rig lacks), and SetBoneTransform read-modify-write corrupts clip-keyed bones, causing torso spasms.

▸ CAUSE

SetIk needs AnimGraph parameters the sequence-only rig does not have, and SetBoneTransform corrupts clip-keyed bones. When a rig plays clips directly (no AnimGraph), the engine has no IK solver chain to drive, so SetIk silently no-ops. SetBoneTransform does write, but it fights the clip's pose evaluation every frame, producing jitter on bones the clip is already animating (the torso-spasm bug).

▸ FIX

Offset the rendered visual child instead of moving individual bones. Use live ConVar dials the owner can tune in play, then bake the final values as constants:

snippet
// Offset the visual's position in the grip's local frame
var visualGo = character.GetVisualChild();
visualGo.LocalPosition = grippedPropOffset; // tuned via ConVar, then baked
visualGo.LocalRotation = grippedPropRotation;

For swinging/rotating props (e.g. a grip on a rope), re-pivot the visual's rotation about the grip point so planted hands stay planted through the arc:

snippet
// Rotate about the GRIP point, not the pelvis
// pos' = grip + R * (pos - grip)
var grip = visualGo.LocalPosition; // the tuned seat
var R = swingRotation;
visualGo.LocalPosition = grip + R * (visualGo.LocalPosition - grip);
visualGo.LocalRotation = R * visualGo.LocalRotation;

Without this re-pivot, hands sweep through the prop on a pelvis-centered arc instead of staying planted at the grip.

▸ WHY IT WORKS

Moving the entire visual child shifts all bones uniformly without fighting the clip's per-bone pose evaluation. The clip still drives every bone relative to the visual root, so the grip pose is preserved exactly. The re-pivot ensures rotational motion is centered on the grip point (where the hands are) rather than the skeleton root, maintaining hand-to-prop contact through the arc. This approach works on any rig, regardless of whether an AnimGraph is present.

Verified on engine 26.07.08e: seen in a real project.
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