Limiting Bone Rotations for Motion Capture

Hello all!

To preface this: I am fairly new to Unreal Engine and have yet to dive in to the Blueprints.

I have a rig that I have created in Maya which I have transferred over to Unreal. The end goal is to use this rig with real-time motion capture. As such, we want to make sure that the joints do not move past certain limits (ie so the head doesn’t go inside the body). In Maya, I was able to set rotation limits with ease. However, now that I am in Unreal, I cannot seem to find an optimal way to limit Bone rotations. I have seen people mention using a clamp node, however I am unsure how to utilize this, especially in a non-game setting.

Any input is appreciated, thank you so much.

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Fantastic! I’ll give it a shot when I get the chance!

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