Hi,
I want to save pose information i.e, the location of each bone of a skeletal mesh while it’s playing an animation sequence during runtime. About this I searched everywhere but not fruit. One way is to Save PoseSnapshot
of an anim instance. And from the output Snapshot i can extract LocalTransforms
which is completely inaccurate. LocalTransforms of each bone is off some random distance. I displayed local transforms on the screen along with the character as well as world location (fyi I used TransformFromBoneSpace
function to convert transforms from local to world space) of each local transform in below images. Please check. LocalTransforms in SnapshotPose struct always contain some offset.
- How do I fix this?
- Is there any alternative to achieve
this? - Why the bone locations are little extruded outwards from their original position?