I’m trying to do something that seems like the most natural thing in the world, but is proving to be impossibly difficult.
I would like to create a “spring” between two appendages of my skeletal mesh.
I have done this using linear drivers and a physics component between two seperate static meshes as a proof of concept, but I just can’t figure out how to get it to work for a skeletal mesh.
This seems like a very fundamental thing to do for a physics based asset.
Attached is a photo of the mesh. The joints are pretty obvious, and I would like the “spring” to be between the plates below the joints. If the spring only attaches at dead center of the plates, that is still a step forwards, But I’d like to simply select the “anchor” points of the spring constraint arbitrarily on the mesh.
I made little squares in the middle, and extra bones during my attempts to get this to work, but those don’t need to be there.