I have body - usual skeletal mesh. Also i have clothes socket as “skeletal mesh component” (it’s not skeleton socket, it’s in bp). So, if to set t-shirt in socket - there will be body and t-shirt on it.
I’m stuck on debugging stage: i want to scale down bone of the body without affecting clothes socket. How can i do this?
Update: i had tried to scale it’s in anim bp using “transform/modify bone”, but it affecting cloth socket.
Update: also tried to change hierarchy by removing parent from cloth socket and adding it to capsule component instead of body mesh - and anyway changing of body bone affecting socket
it would be ideal if there is some bp aka “scale bone”, but i didn’t found it. there is scale bp for “Poseable mesh bone” but i even don’t understand what this word means
Otherwise there would be a chance for example to reduce body chest bone to 0.5 and increase clothes chest bone to 1.5, to compensate.
I have body with skeleton, and clothes socket with same skeleton and animations. This way changing any bones of skeleton will affect both, body and clothes. And i want scale down only body. So, if to make it dirty - i can just to scale down body mesh.
Update: nope
To be clear what about it - when u wear to char clothes, in some poses u can see skin clusters appears through. One of the method to fix it - create perfect rigging between body and cloth, that compatible with any poses and any animations, also with raggdoll if u use it. I have no idea how to make it so perfect, this way another method - scale down body bones. This way there will be very thin body and no skin clusters. But looks like it’s imposible in ue.