I can’t seem to get the local/relative bone rotation during an animation
I tried:
FTransform parent = Mesh->GetBoneTransform(parentIndex);
FTransform child = Mesh->GetBoneTransform(childIndex);
FTransform localA = child * parent.Inverse();
FTransform localB = child.GetRelativeTransform(parent); // same as localA
FRotator rot = localA.Rotator();
Mesh->TransformToBoneSpace(...) // also didn't work
I’m testing a skeleton that only animates the chest. The parent bone is the upper arm and the child bone is the lower arm.
When I try to get the local rotation the values look more like global rotations.
Setting the rotation seems fine: Finding bone-local transforms - Character & Animation - Unreal Engine Forums
I don’t think I can use this method to find the local rotation. It looks like it just finds the component space reference pose and sets the rotation.