I am trying to do something which is essentially just like having a character being able to use a skipping rope with a physics dynamic rope attached at both ends to the characters’ both hands.
So far I have it working with the rope connected to one hand and jiggling around in its merry physical way. Great.
But I have not managed to figure out how to connect the other end to the other hand. And that’s what I am asking if anyone know how to do?
The setup I currently have is this:
I have parented the separate chain-skeleton-mesh under the main character mesh. This chain mesh is also attached to a socket created at the characters’ right hand.
In blue print I start the set simulate physics bodies after the first joint that is the one I attach to the hand.
This works fine when I play.
Then I thought I could also disable the physics(set to kinematic) the end/tip joint and
make an anim blueprint for the chain mesh itself and in this blueprint use a transform bone node to force the movement on the this other side end joint to the socket position of the other hand.
But this does not seem to work.
Would anyone know how to do this or have any ideas of things I should try?