I have a scroll box
I want to populate it with horizontally aligned sliders
One for each bone in a skeletal mesh.
Basically what I want to do is this (note comments):
But I have no idea how to do it.
I have a scroll box
I want to populate it with horizontally aligned sliders
One for each bone in a skeletal mesh.
Basically what I want to do is this (note comments):
But I have no idea how to do it.
Slider
, exposed instanced editable Name
variable and an Event Dispatcher
:Almost shipment read:
Hope that’s close enough to what you asked.
yes, thanks, that’s exactly what i needed!
Although it turns out scaling skeletal mesh bones is trickier than I expected, looks like i’ll need to interface with the controlrig to do it
Unless poseable mesh can be 1:1 used like a skeletal mesh but just has extra features that is, i don’t know anything about poseable mesh.
I know so little about characters. Learnt about the posable mesh today, doing the above. I kid you not.
I figured out a way
AnimBP AnimGraph:
AnimBP EventGraph:
ControlRig:
Blueprint:
Then I just call that update bone scale event when i want to change a bone’s scale and feed it’s input the bone’s index and the desired scale.
I wanted to try to optimize that controlrig part, going through a for loop to set the scale for each bone individually on each animation solve seems like a really inefficient way to do this, i wanted to try using the set transform array node instead but couldn’t figure out how How to edit transform array in controlrig?
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