In this example, my pose asset includes two poses, basically a “down” and a “default.” I realize the “default” pose isn’t strictly necessary, but I’m seeing the same issue with other Pose Driver setups that use multiple poses (e.g. up, down, left, right, etc.).
I’m working in Unreal Engine 5.5 with Pose Driver Connect. I used Asset Wrangler to generate the JSON and animated FBX files containing the pose data, and I followed the Pose Driver tutorial on this site exactly. This one:
Has anyone else run into this, or found a workaround?
Switch “Solver Type” to Additive. I suspect the poses need to be solved additively in order for it to work in a post process Manner? If anyone knows the answer I would love to know.
Actually, switching the Solver Type to Additive only masks the problem. It lets the Animation Graph compile, but it doesn’t resolve the underlying issue.
After digging deeper, I discovered that the animations weren’t exporting correctly when using Pose Wrangler. Pose Wrangler creates an animation layer and applies the pose keys there. But for some reason it wasn’t exporting the driver bone keys, which (as far as I understand) are required for the pose animation sequence and pose assets to function properly.
By adding the following two lines of code to epic_posewrangler/v2/extensions/bake_poses.py,
I was able to export FBX files correctly, create proper Pose Assets, and get Pose Drivers to compile while keeping the Solver Type set to Interpolate.
Most importantly, the Pose Drivers now work as expected. There’s probably a better solution? I can’t be the only person to struggle with this?