I’m attempting to animate a specific bone from my character with a constraint attached. I’m trying to find the proper way to do this while keeping the constraints physics realistic.
Here is a professional illustration I did to describe my situation:
Blue is a static mesh with simulated physics. It is constrained to red which is a bone from my character. My character is a chaos vehicle that has simulated physics as well and I am attempting to move red bone up with an animation perhaps.
Here are some things I think I have tried but failed.
I am fairly new to this and likely haven’t done these properly.
- Moving the parent of constraint up using transform. (Blue clips through any simulated object and does not push it up as expected.)
- Moving the constraint up using transform. (Constraint seems to go up, but doesn’t effect either red or blue for some reason resulting in nothing happening.)
- Simple animation to move the bone up. (The animation only works when physics is not simulated.)
- Attaching the constraint to a socket and transforming the socket. (weird inconsistent results. Doubt I did this correctly.)
The next thing I’ll try is setting up a control rig and then transforming from BP, but I got no idea if that is the proper use case here.
I feel like I’m running in the dark throwing spaghetti against the wall.
Any suggestions or help would be appreciated.