Hello,
I have 2 rotators:
- Rotator A (start position): X=-95 Y=-14 Z=58
- Rotator B (target position): X=-123 Y=10 Z=30
CombineRotators is used to rotate the bone from start to target positions.
But I can’t get the correct Rotation Value that is required in “B” of CombineRotators.
So I can’t rotate my bone to the target position (Rotator B).
Goal:
Calculate Rotator Value that goes into “B” of CombineRotators.
To check your solution:
- set Rotator A to X=-95 Y=-14 Z=58 (or make rotator) and plug it into “A” of CombineRotators.
- calculate Rotation Value and plug it into “B” of CombineRotators.
- check if return value equals Rotator B (X=-95 Y=-14 Z=58 or P=-14 Y=58 R=-95 if printing string).
The purpose of it a bit wired… I’m trying to avoid cloth simulation with “corrective bones”.
So I have a number extra bones to be controlled by animation blueprint (not included in animations).
I want my bone to copy rotation from one bone using Copy Bone first. And then add rotation of another bone with Transform (Modify) Bone but using Add to Existing as Rotation Mode (it uses CombineRotators function).
Using Replace Existing as Rotation Mode gets the bone in the correct position, but there is a delay caused by processing information from character blueprint (and it causes clipping). Rotator B calculation is based on leg position in relation to another, so different values are used if the leg is in front on behind the other one.
I’ve been stuck on this for couple days now and I hope to find someone willing to help me out.
Thank you.