There are lots of different objects in the game that aren't part of the humanoid rig and are their own standalone objects. However, the players can pick these objects up, which is executed with an IK pickup animation that then re-parents the object to the hand bone. This all works fine; however, it gets complicated when I want to create animations based on that object holding pose. Since that object isn't part of the rig, I get an error when trying to load the animation project with the object as a child of the hand (`Human bone mapping for human bone "Right Thumb Proximal" is not unique: Found multiple transforms named "ORG-thumb_01_R".`). I can of course edit the animation without the object in hand, but it becomes very difficult to align fingers, etc correctly with relation to the object in that case. What is the recommended approach to handling this type of workflow?
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