Hi rantrod, and thanks for the snippit. It’s perfectly ok and expected that i will need to get the pose, by extracting the key values pr. bone. So do you also know how this piece of code could be implemented so it can be exposed as a blueprint node or animation node somehow? I do realize this is a quite big question to ask, so if you by any chance know of a link to somewhere to start out learning to do this stuff, that will be greatly appreciated too.
What i try to accomplish with this, is to extract two poses (key values for all bones), and then somehow generate a dynamic animation consisting of interpolated keys based on an existing animation, and somehow expose this as an animationnode. The idea is to generate an adjustment blend animation on the run, that can be applied as an additive animation. So the animationnode should have a input taking an existing animation + two poses (start and end pose) and then deliver the additive animation as output. Hope this makes sense?