Hi. I have a datasmith scene / meshes imported into unreal that I would like to animate. It is a simplified V8 engine. All I need is to animate the spinning crankshaft and move the pistons accordingly. In something like Inventor it’s a very easy task, adding some joints / constraints. I’ve first tried using physics constraints but that got me nowhere as it seems to use the objects’ mass even though I have the checkbox off and so the whole thing is jerky. I then tried using timeline animations and have a simple sinusoidal timeline for the pistons to move +1 / -1 every second connected to a LocalOffset. That kind of works, but I see the location of the piston drifting off from it’s start point after a while, as if the timeline were to be running in the background no matter what at a fixed rate while the location/rendering of the pistons is dependent on framerate or something else.
This whole thing will be used in sequencer afterwards.
The question is - what would be the simplest, least time consuming way to animate such an interlocked mechanism? What would be the “right” way? I’ve found a few answers online but none really worked since there are more than a couple of parts here.