Animation Blueprint code with different skeletons

Same for me and I think many will stumble across this. I have really similar characters in a game, but bones differ a bit. The fact that bones differ, is not a problem in general, because we can use references to animations in AnimBP. So different skeletons with their own animations are in general no problem. Of course all most important bones and all bones needed for montages (layered animations/blends) are the same. Just some bones more or less which are used in referenced animations.
But it is a pain in the **** to have the need of manually synchronize all changes in Anim BP of different skeletons because of the fact that a AnimBP need a hard referenced skeleton.
There should be no problem to use such a system ob AnimBP for different skeletons.

I see really noproblem here. That’s no argument. If you need layered animations and use slots which are looking for bones, you can simple make branches for different bones (blend poses by bool) or divide you skeleton to types and use layered animations (blend poses by Enmum). You can do all that already in Anim BP now.
That would be really no problem. And as in my example, most bones are the same and the changes are more related to bones used in animations, not in the anim BP. But even when it would be, it would be no problem.

@Ben_Cykyria:
Nice to read that! Never read about it before. I will give it a try.
Have someone of this thread already tried and do it all work as intended and without bugs?

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