Hey Mordentral,
I'm working within the 4.23 example template and I've been trying to make a full body character.
I tried making the skeletal mesh a child to the ParentRelativeAttachment and drive the head rotation through the animation blueprint using a transform modify bone with a variable that gets the VRReplicatedCamera's rotation and I moved the skeletal mesh so that the VRReplicatedCamera gets right between the eyes. However, since the camera pivot point and the head bone pivot point are in different locations the VRReplicatedCamera's position gets offset and doesn't maintain its intented position (between the eyes).
So I tried cutting the head of the character and make it a child of the VRReplicatedCamera and the body a child of the ParentRelativeAttachment. I've been trying to keep the position of the neck in the same place but no good results. It bends at some unnatural angles because the head inherits the camera's pivot(between the eyes).
I know i could tweak the skeletal mesh position so that I won't see any clipping issues due to character's head getting the offset but that would not be physically correct. Unless my character is a snail
What do you suggest?
I'm working within the 4.23 example template and I've been trying to make a full body character.
I tried making the skeletal mesh a child to the ParentRelativeAttachment and drive the head rotation through the animation blueprint using a transform modify bone with a variable that gets the VRReplicatedCamera's rotation and I moved the skeletal mesh so that the VRReplicatedCamera gets right between the eyes. However, since the camera pivot point and the head bone pivot point are in different locations the VRReplicatedCamera's position gets offset and doesn't maintain its intented position (between the eyes).
So I tried cutting the head of the character and make it a child of the VRReplicatedCamera and the body a child of the ParentRelativeAttachment. I've been trying to keep the position of the neck in the same place but no good results. It bends at some unnatural angles because the head inherits the camera's pivot(between the eyes).
I know i could tweak the skeletal mesh position so that I won't see any clipping issues due to character's head getting the offset but that would not be physically correct. Unless my character is a snail

What do you suggest?
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