Hello! I have a skeletal mesh of an aircraft imported from fbx with animations for gears, flaps, elevators and so on.
For example landing gear animation sequence controls retraction: at the start gears are fully retracted in the end gears are released. Same for flaps and so on.
I need to combine these animations and attach some control to it: so that from C++ code I want to call method setGears( 0.5 ) to start moving gears from current position and stop it at half-way position (like smth goes wrong and gears fail to release/retract fully).
Since I am a newbie to UE I have no idea where to start. In animation graph with layered blend per bone I can blend all animations but have no idea how to control them, instead in C++ with USkeletalMeshComponent I can start and stop single animation instance, but I don’t see any way to combine them.
Hello! I’m having the same problem with landing gear animation. I can do it in Blender with bone Action constraint, but I do not manage to make it with unreal. Did you find a solutions?
OK so if you have the animations, blend per bone set up and such, you can convert the animation sequence, which usually wants to play the animation in full,select and “convert to single frame animation”, sometimes called pose to pose.
Instead of playing the sequence when the migration pathway is trigger it will set the output based on the Explicit Time as to the relative time of the sequence.
Once converted you can then use a lot of different nodes in the event graph as far as designing your own sequence player using things like interp to, time line nodes, or even for next time loops to set the desired final pose based on the “Explicit Time”
what is not yet clear for me is how to send “single frame animation” data to the control rig. I need to link the animation to a control so that when I move the control up and down along the Z axis (for example) the landing gear closes and opens. In other words the landing gear animation should scroll forward and backward when I move the control along an axis