I’ve got a skeletal mesh of a hand. I want it to grab stuff, so I attach a capsule collider to sockets for each finger bone. When grabbing, in an animation state, I user a “Transform (Modify) Bone” node for each finger bone to increase the angle of the bone until its collider hits something, then stop.
It works as expected, except that the fingers jitter after the grab. I tried setting the play rate to 0 after the grab, but the fingers still jitter.
Has anyone else run into this problem?
I’m also open to approaches instead multiple “Transform (Modify) Bone” nodes. I’ve been digging through the documentation, and can’t find anything else that lets me set the positions of all the bones independently.
Edit: as described in the comment, I moved from using “Transform (Modify) Bone” to a blendspace and “Layered Blend per Bone” node for each finger bone. I still get the jitter, but I no longer think it’s related to the use of “Transform (Modify) Bone” nodes.