Hi, I’m currently working on my character’s animation blueprint with these features:
- I’m controlling the position of my character’s hand_l bone’s transform using [Two Bone IK] node.
- However, in order to calculate the effector’s position of my hand_l’s [Two Bone IK] setup, I will need to get the bone hand_l’s original transform of a given animation sequence.
As you may have noticed: since the hand_l bone’s transform will always get updated due to [Two Bone IK] node. may I know how could I get its original transform inside its current active animation sequence?
Thank you!