How to actually rotate a bone (say Head) while a character (derived from ACharacter) is playing an AnimSequence (say Walking)? I’m looking for methods that actually set transform for a bone in an existing AnimSequence (downloaded from mixamo.com) for all frames OR at particular time/frame.
Bone transform at certain time/key deal with how to
access bone transform.
- How to rotate a bone in C++ makes use of blueprint which I don’t prefer because I’ve large number of animations and characters to play with.
Please let me know if there are any such methods/APIs available? Also let me know if is this anything to do with writing RawAnimationData to the AnimSequence in hand?
While searching for solution I found this: UAnimSequence::AddKeyToSequence. Please tell me, does this really serve the purpose, if so how to use this?