Bone Driven Controller Issue

So I’ve got a weapon bone, which I’d like to have linked to a hand bone via a bone driven controller. However, i’m first moving that bone into the correct position by blending a separate animation via a blend per bone node. Thats all working great that first part. However, I cannot find a way to then have the bone follow the hand bone. Just not working. The weapon bone is itself a child of root, so I can parent it and control it a variety of different ways, hopefully. Such as hooking it on the side of my characters legs when the weapon is not in the hand. No matter what, cannot get the weapon bone to follow the animation of the hand bone. Any ideas? See attachment for my basic set up in the animation bp.

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So, further trial and error, I can get the rotations to line up, but not the translations?

So… why a controller?
just use a bone transform.

You need to drive its Alpha value some way or another.
I suggest you add a curve to the animation in use where the bone is animated.
a Metadata of 1 should suffice.

To hook it up, in animBP just create a float, set it to 1 by default. Use it to power the alpha on the bone node.

You can pull the curve info - and multipy by -1 to reverse it then subtract from the variable before pluggin in.

The idea is that a value of 1 in the curve will NOT apply the transform. While 0 or no value at all will.

I need the weapon bone to follow the hand using multiple animations down the line. If I had to add a curve for each animation to drive it’s transform, might as well just make a variant of an animation right?
I feel like the Bone Driven Controller should work for this problem, but for some reason it’s not overwriting the animation position, or adding to it, when using the controller. It’s keeping it at the same position, even when i use a copy Bone Delta node.

No. If you are making the animations you just add the ue4 curve when you make the animation… its not “something extra”. Thats the point of it…

I guess I’m confused how I can get the transform of the Hand bone, to use to transform the weapon bone? What does the curve actually drive? The transform information, or just the alpha?

Let me go into further detail on the first part, because my gut is telling me thats where the issue is lying. Idk if there’s another way, better way to do this.

Basically, got 1 animation, my idle, with the weapon bone attached at the hip basically, be driven by the animation.


Then, in another animation, just 2 frames, its just a pose basically of the hand clasped around the now repositioned weapon bone into the hand.
I feel like something in this set up is preventing the bone driven controller from modifying the translation of the weapon bone? Even though all those operations take place after the blend per bone…

On a transform modify bone node the alpha drives how close to the other bone the affected bone is moved/rotated

At 0 it left to do whatever at 1 its position and animation is completely overwritten.

Because of the nature of how you need it to work- always applied unless the animation says otherwise, I was suggesting you invert the output of the animation curve to achieve this.

Again, you should not be using the controller, but a simple transform/modify bone node

Ps: nice jawbone XD