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Animating simple mechanics through BP or bones?

I have some simple animations in a game where NPCs open things like a desk or a mail box. Basically flaps folding down and up.
I currently have this happening through blueprints. I combine all the static meshes in an actor BP and an event triggers a timeline that takes the current location and lerps the flap up or down. It’s a little sloppy and seems like kind of a lot of code to do a thing that would be two key frames in an animation prog.

My question is - would it be better to rig something like a desk with bones and import the opening and closing animation? This also seems very sloppy as then there’d be a physics body, a skeleton, and animation asset(s).

Any other cleaner way to do these simple animations?

Thanks for any advice!