Nope this wont solve the issue, but atleast i got something to work on now, thankyou so much
Youāre welcome! Itās about the blueprints, the person in the video has his way of doing things. So nothingās wrong with your mesh or settings. You can achieve that yourself too. Let me check real quick.
You know since that post of yours was flagged, and I removed it from my history, I canāt find that video so I donāt know where he was going with that, but usually you use control rigs to create dedicated animations for specific bones. And I did mines by adding sockets, goals, etc. You do that from that hierarchy section, they act like how you want them to. Iām sure using blueprints you can achieve that behavior as well but I couldnāt manage that instantly. Like I said, itās about what that guy in the video was trying to achieve.
Let me just add, you are my absolute hero of today
Thank you so much for your time and effort, its actually working 100% now,
the last part was indeed unparenting the null space.
Thank you so much man
For other users encountering this problem; a sum of problems and sollutions;
- For making animations in UE5 you have to set up a Rig Controll, without these you canāt animate a mesh with a skeleton.
- Issues with the rig control come from a possible miss scaled rootbone
- Issues with the rig control come from āget control local/global spaceā
- Lastly the controlspace (null) must not be parrented to the rootbone.
special thanks to @VisAgilis
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