So I have this animation that I made in blender. The arms and the flashlight are two seperate animations. However, when I import it in Unreal Engine the entire offset of the flashlight is messed up. I have two seperate sockets on the skeletal mesh of the arms, one for the spinning animation in the video, and one for animations where the flashlight is just static in the hand. I can’t seem to get the location of the socket where the flashlight is spinning correct. Does anyone know how I could fix this? Is there a better and easier way to do this? If there are still things not very clear, please ask about it because I’ll gladly give more specific information.
I actually think i now know the problem. In the blender animation i don’t have it attached to the hand so in unreal i just need to detach it and place it in the correct location before the animation starts, i think that should work, because then it doesn’t follow the hand anymore which is what i need to happen.
The problem is you are going at it without knowing what you are doing.
Thats geberally ok, but in this case you would need to study up to understand what you need to do…
I wish we could add spoilers so you can get spoonfed only if you want to.
But alas we cannot so stop reading if you wish to keep headbashing to learn…
So, animate an IK or Object bone within the skeleton. Set the flashlight into a socket for that bone.
Thats all you need. The bone will always be accurate.
This is how you handle high level animation sruff like gun tricks, hat tricks, juggling, and just about anything else you can think of.
You can also do stuff like Steal a juggler’s ball, since you can break off the bone any time you want programmatically.
Thank you for your reply, I will use this in my future projects, but for now I already solved it almost right after posting the question. But this is very helpful an I will defenitely use this from now. Thanks!
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