I have some animations, such as gun inspection, where the skeleton of the animation uses both the arm’s skeleton and the gun’s skeleton. However, the hand’s model and the gun’s model are separate, they have different skeletons.
For example, formats like seanim support such animations. To import seanim, I attempted to write this plugin: GitHub - girlgg/SeImporter: Based on https://github.com/djhaled/Unreal-SeTools.
The import animation process of this plugin involves initializing all bones to the zero position first, then importing the animation as curves into the additive layer track.
However, as described earlier, if I choose the arm skeleton during animation import, the gun’s skeleton animation will be lost. Is there any solution to this?
The plugin successfully reads all animations from seanim during import.