Hi, I recently moved from unity to ue4 and I am doing research on data driven animation. basically, it is manipulating bone transform through given data [position, rotation etc].
This is a link similar to what i attempt to do but it is implmenting in unity.
I know there is two way to modify bone. 1. through animBP. 2. through uposablemeshcomponent
For last few weeks, I tried UPoseableMeshComponent to control bone by given rotation [tried assign FQaut and FVector(Euler) ] through parsing bvh files. But the result is not i expected.
this is what i got.
this is what it should look like in blender
I feel despair cause i been stuck on this for almost a month. The result seem partly right but I believe there is a better way to solve this. I really need an working example that can show me the correct path for manipulating bones. Any advice would be appreciated.