Basically I want to simulate a hit react on my non-human character and bake it into keyframes.
I’ve looked into this topic and this is what I think needs to happen.
-Animate the character in a flight cycle by hand
-Simulate physics mid-sequence taking a hit (with layered blending to animated keyframes if possible)
-Use take recorder to translate everything to keyframes in the control rig
-Bake into animation sequence.
But when I add physics to the control rig, play simulate and immediately when I press record unreal crashes. Does anyone have an idea how to achieve this the right way?
I figured out how to turn it into keyframes, apparently there’s a record button right in the sequencer. But now I’m not sure how to blend the manual keyframes and simulation together. The end result that I want is to have some parts be slightly influenced by physics. (Like the wings having inertia)