Hi, I just started learning UE5 and getting stuck at many places. I have a little experience in Unity and much more in Godot.
I am trying to rotate the rotors of a drone, which has a skeleton system (thanks to the creator who posted it to Sketchfab).
After hours, I finally managed to create an Animation Blueprint and attached a “Rotor Speed” variable to one of the bones. Even though I can see the animation in the little window on the left side, it doesn’t work in the game.
As a new member, I can only put one image in this post, so I’ve created this image
Welcome.
Your top right image shows there is something missing on the left side of the node. Try to add a node “input pose” or a basic idle animation sequence (can also be a static pose animation sequence with only a few frames).
Hi there,
So, if the animation is playing correctly in the preview window, that means you´ve setup the node Transform Modify Bone correctly as remained by herb64. Have you had a change to examine the links I´ve sent you yet?
I will definitely check the video.
As you can see in the bottom right image in my original post, I am printing the value directly from the animation instance and it is increasing
It seems to be very big values. Try to use a clamp float node to limit between 0-360 degrees. The Helicopter asset has a similar example for rotor movement.
Hi
You can edit your physics asset and create one sphere body that encompasses the whole skeleton and one for each individual rotor.
You may not need a physics asset, unless you want to simulate a “ragdoll” effect. You can remove it and add a sphere collision in your drone BP and assign collision settings profile type “Vehicle”. That should work.
At this point, I think I want something impossible.
The thing is, I am moving this drone around with forces. I’ve built a PID controller in its blueprint and when I give height or orientation requests, it calculates necessary forces in every tick and flies.
And I also want to animate the rotors.
When I remove the physics asset, the animation works but (I guess) since it doesn’t have a physics component, I can’t apply forces to it.
But if I want to apply force, it should be a ragdoll and shouldn’t animate.
Maybe, working with physics can be tricky and requires proper setup in a proper order. Have you tried to play test that way? Try to observe its behavior and debug with print strings.