Can i procedurally control a skeleton ?

Hey guys,

I’d like to manually (c++) control each bone in a USkeleton for procedural animation.

I went down to the GetBoneTree() function, but it returns a const TArray.

I can’t find a skeleton related object providing some sort of SetTransform() function.

Anyone can point me into the right direction ?

I am just discovering animation, so i hope the question is not too dumb^^

Cheers
Cedric

Maybe this one ?

I’ll try tonight.

The way I did it was simple. Just set up a few variables in the Class/Blueprint that would drive the procedural animation. Then just read those variables in the AnimBlueprint and work them into the pose via SkelControls.

*Edit: I used it for a few small things like procedual recoil and GunTurrets, but the system gives you total control to do absolutely everything, basically.

Hey DennyR,

Thanks a lot, for the answer, the pointer, and the link.
Glad to know it’s possible, i will try that asap and update here.

Cheers
Cedric

All right,

I could find some time to make that work, simple as can be, thanks again very much DennyR.
Now i have to get rid of the blueprint and translate all that in c++ !

Cheers
Cedric