Get bone position from earlier in AnimGraph chain?

Hi there,

how can I get the location for a bone from earlier in the anim graph? Before certain other pose changes?
I am trying to interactively move the hip up and down while feet follow the original solved Statemachine animation, using two bone IK to bend the legs.

Cheers

P.s this is not a sex game :slight_smile:

You may be able to cache the pose somehow and write a custom node that retreives the position from that cache. I’ve modified/created a few random skeletal controls with C++ and the bone positions are stored in this one struct before each input, and then modified on output. You should be able to read bone positions from a cached pose I think.

Really? :slight_smile:

Ah ok that sounds interesting. Of course I would love to avoid writing code if I can as I am so slow with that, but if it comes to it, it is great to know that might be an alternative!
It seems crazy as the data is there in the graph, that I cannot get to it.

So at the moment I am trying to add some of those ‘IK Joints’ to the animation rig (in Maya) and use those to store the un-altered foot-joint transforms. This feels a bit hacky and unnecessary but hey, whatever it takes. :slight_smile: (though I’m not sure yet this is going to work with my root motion setup)

EDIT: using extra ik joints seems to work. Not ideal maybe but I think it might work.

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Heh technically the data is there, but they don’t have a built in way to get it I think heh. They just didn’t think to do it I guess.

I’m kindof questioning though why you would need this since I can’t think of why you’d need it myself. maybe if you explain exactly what’s going on there’s a better alternative.
From what you described, maybe this post solves it: IK / FABRIK blueprint tutorial for proper foot placement with capsule collision - Animation - Unreal Engine Forums

Did anyone ever figure this out?