Attach Static Mesh To Multiple Components For Animation


Hello!

I’m looking for the best way to attach a static mesh to multiple bones/components. You can see in the video that it is attached to one hand, but it loses tracking of the second hand. I would like to attach it to both hands, preferably as a CHILD of the mesh.

I also created two sockets on the shovel in hopes of assigning each side to a hand.

Hey there @Leomerya12! You can either sync your animation and angles so both hands are always working with stick like objects (tedious), or you could use hand IK’s to always have your hand in the right place! Tutorials below!

These go over two handing objects, as well as controlling where the hand rests, but the same goes for any two handed object really.

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Thank you for this!

But the issue is that the animation is independent of the animation blueprint.
It’s not one of the anim states, unless I’m misunderstanding the methodology.

I’d definitely work it into a blend, especially if you’re going to have to use 2 hands on anything else in the game. The first tutorial would work out, instead of casting from the shoulder, you just pass your shovel’s hand socket points in.

We’re you intending just to have this as a simple fire and forget montage? If so the alternate method of just hand animating the offset and using that animation is also an option.

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Interesting. Okay, I’ll take a deeper look. Thank you, for now!

Still having trouble with this one. I know it’s a simple fix, but I’m unsure of what to do.

I’ve set the IK transform to the arrow transform, but it’s still not working.
What am I missing?

Is the arrow’s root component the mesh you’re actually targeting? Is the IK rig responding at all to the locational data being passed through?

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Level sequences are quick and easy to animate
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2022-11-24 022740

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Hello!

So, the issue was CODELIKEME did not explain ANYTHING. And he left out a few steps, like setting the joint bones.

That said, I do get it to work, kind of. The bones orient themselves in the correct direction, but it’s not very good. I think IK is for small adjustments, and the animation moves quite a bit. Am I wrong in that assumption?

Wait a minute.

What is this sorcery? I used the Level Sequencer for a stable Day/Night cycle but you can use it to execute IK functionality!?

I suspect you could use the new UE 5.1 constraints system (see Animating in Unreal Engine 5.1 | Unreal Fest 2022 - YouTube) to do this now. You can see it in action here with one hand, but it allows multiple constraints and nesting: Unreal Engine 5.1 Feature Highlights - YouTube

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I’m used to changing animations this way, and I don’t need much obscure knowledge. Show you how you change your animations in real time.

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Ah, this is using the ANIMATION mode, which I haven’t touched yet!

To clarify, are you in ANIMATION MODE?

Hello, no need, create a level sequence, put the skeletal mesh in, add animation, right mouse button skeleton mesh to use FK or IK, then edit the keyframe on the FK or IK track on it.

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