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    Pose a skeletal mesh in runtime

    Hi, I'd like to know how can I pose a Skeletal Mesh based on other Skeletal Mesh animation frame.

    Let me try to explain it better...

    I have a first Skeletal Mesh, let's name it A, without any animation (in the original T pose) in the scene. I also have a second Skeletal Mesh, let's name it B, playing any animation... the question is, how can I copy the pose of B in the moment and "paste" it into A?

    Note that B will continue playing its animation and A will stay statically with its new pose.

    I'm getting a hard time trying to implement that!

    Thanks in advance!

    #2
    Originally posted by fireapache View Post
    Hi, I'd like to know how can I pose a Skeletal Mesh based on other Skeletal Mesh animation frame.

    Let me try to explain it better...

    I have a first Skeletal Mesh, let's name it A, without any animation (in the original T pose) in the scene. I also have a second Skeletal Mesh, let's name it B, playing any animation... the question is, how can I copy the pose of B in the moment and "paste" it into A?

    Note that B will continue playing its animation and A will stay statically with its new pose.

    I'm getting a hard time trying to implement that!

    Thanks in advance!
    Hi Fireapache,

    Use a PoseableMeshComponent for A, and a regular SkeletalMeshComponent playing some animation for B. When you press a button or otherwise trigger the copy, you would either directly copy SpaceBases from B or call GetBoneTransform for each bone, passing that into A via SetBoneTransformByName.

    Cheers,
    Michael Noland

    Comment


      #3
      Hey, thanks for the tip, Michael!

      The problem is that I have to set ragdoll physics simulation on A, and I think PoseableMeshComponent doesn't work as ragdoll. Am I right?

      Actually I'm trying to implement a dismemberment system, where A is a hidden arm mesh, for example, and B is the full body mesh in normal animation. Both A and B use the same skeletal structure. And I would like to pose A as B in the moment of the dismemberment. Right after that, I hide the arm bones in B and enable ragdoll physics simulation in A.

      The problem is the pose process!

      Take a look at this screenshot and video... you'll understand what I trying to do!

      Screen: http://i.imgur.com/UAbFKj6.png
      Video: http://youtu.be/f2fo5ykdnZU

      Thank you in advance!
      Last edited by fireapache; 07-30-2014, 10:49 PM.

      Comment


        #4
        It seems easier if you just use MasterPoseComponent instead of PoseableMeshComponent. If you set A to be master of B, then B will follow A's transform. Please check out SkeletalMeshComponent.SetMasterPoseComponent

        Thanks,
        --Lina,

        Comment


          #5
          Hey, Lina!

          Thanks for the tip, but I have tried that already, and it crashes the editor when I enable physics simulation on B!

          Video: http://youtu.be/_w69G7T5UUs

          Error callstack is in attachments!
          Attached Files
          Last edited by fireapache; 08-01-2014, 04:07 AM.

          Comment


            #6
            Poseable mesh doesn't work with phyiscs, that's why it crashed

            Comment

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