Ok, so full disclosure, I am very frustrated with the way this program works… it is as if the folks at Epic looked at the way every animation program ever made works, and said… toss it, let’s do it in a completely different way to make it as counter intuitive as possible…
Now that I have that off my chest…
I am trying to do a simple animation of a plane buzzing the camera in a cinematic sequence. Ordinarily, I would have all of the pieces of the plane grouped together with a null object, and would perform primary animations on said null, with secondary animations (flaps, etc) done to said individual objects.
So, here in my level, I have all of my plane pieces, emitters, and so forth grouped together with a group actor. When I place a key frame on the group’s position, move ahead on the timeline, reposition the group and set another keyframe, it appears to work, but then when scrubbing, only the group’s pivot actually moves, and the geometry its supposed to control simply stays put.
What possible use case would ever require something like that? It’s ridiculous to say the least… something so basic needn’t be so complicated.
So… what do I need to actually do here to make this work the way it should? How can I animate this plane flying around as one piece?
Sorry for the tone, but I have been modeling and animating for more than 15 years, and I can typically at least suss out basic functions in any program I am put in front of, so this level of wall-hitting on such basic stuff is just getting me worked up.
I appreciate any and all help.
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