I need to render a turntable of the character with a simulated tail. The animations are changing one by one and during some animations I’d like to have my tail physics set on max while other animations should be mixed with the physics (Like when the character attacks with its tail the tail should preserve some physical dynamic but mostly play the keyframed animation. But when the tail is relaxed it is 100% physical stimulation).
Does anybody know how to achieve that in sequencer ?
Hi there,
I haven’t tested it, but perhaps this video can help you out.
Sequencer Physics And Keep Changes: Unreal! - YouTube
Yeah. This one only turns physics on and off without blending with original animation.
Hi there, don’t worry, the technique for the Sequencer is there, now you need to setup the physics simulation. So, you can set it up using “Ponytail Physics”, “Ragdoll and Physical Animation” or “Control Rig”.
Ponytail physics
Ponytail physics Tutorial in Unreal Engine 4 - YouTube
Ragdoll and physical animation:
Physical Animation / Rag doll TUTORIAL in Unreal Engine 4 latest version - YouTube
Physical Animation: The Ultimate Starter Guide [UE4/UE5] - YouTube
Physical Animations | Live Training | Unreal Engine - YouTube
Control Rig
UE4: Control Rig - First Steps - YouTube
Hope that helps.
Helped, thanks! But now I’ve got another problem. Self collisions are not working in sequencer for some reason. Work perfectly in character BP or in a Physics tab, but not in a sequencer. Am I missing something?
Glad it helped somehow.
Not sure what you mean by self-collisions not working. Could you please share a screenshot?