Hello.
I have same skeleton for adult characters and for young characters. Adult skeleton is base skeleton and young skeleton is adult skeleton with smaller bones sizes. Ie, if I will represent it in BVH, it will be look like:
Adult:
HIERARCHY
ROOT hip
{
OFFSET 0.000000 105.864700 -0.295657
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
JOINT pelvis
{
OFFSET 0.000000 1.874496 1.818264
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT lThigh
{
OFFSET 8.516808 -9.748535 -1.405728
Young:
HIERARCHY
ROOT hip
{
OFFSET 0.000255 85.069168 -0.469312
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
JOINT pelvis
{
OFFSET 0.002478 1.405304 1.416667
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT lThigh
{
OFFSET 7.267799 -7.365349 -0.647685
Skeleton has about 150 bones. I need to transform adult skeleton to young at runtime.
Now I see one possible way - to change each bone of skeleton in Animation Blueprint with Transform(Modify) Bone.
But it will take a lot of time - to script each skeletons and each bone of different skeletons with Transform(Modify) Bone.
Is it possible to change it programmatically? I have array with data of how to scale each of bone. But how to use this array (data) in AnimGraphs and how to pass bone name to Transform(Modify) Bone on each iteration of array processing?
Thank you!