I recently played the Bullet Train Demo, really great work, one thing that really stood out was the enemy animation & impacts.
I have some questions regarding those if I may, targeted at Epic devs but open to anyone with knowledge in the physics animations area:
From what I’ve tried within ue4, using ‘Set All Bodies Below’ or ‘Set Physics Blend Weight’ nodes appear binary for achieving full-body physics or full animation, they appear to become stuck in a following loop, with the root following the physics following the root when not 0 or 1. However in Bullet Train you appear to have solved this issue, an example can be seen here, where the enemy appears to go from a shooting animation to ragdoll hitting the ceiling then falling back down blended back to a falling animation.
Would it be possible to provide an example of the blueprint / technique used to achieve these?
These feel and play great, are bullet & object impacts part-blending between animation and ragdoll, or is there a large mocap set and some hit AI in the works? Or something else?