MUTABLE : Ability to bake socket/bone parenting between different skeletal meshes in resulting object/s via Mutable editor window bake process

Would be interesting to have some sort of bone / socket parenting like we have in actor blueprints. This way, the resulting baked skeletal mesh keeps the same hierarchy and structure seen in blueprints.

Currently, the weapon parts in the sample project all shares the same skeleton, so, i.e. scopes are attached all in the same place no matter what body part you select. This is a limiting factor on potential modular designs.

Baking different skeletal meshes with arbitrary skeletons results on all skeletal meshes being merged at the same point (root bone of each mesh)

Thanks!

Hey @Dspazio
Have you found a solution to this problem? Because I am facing the same need.

Hi!! as much as I liked the premise of mutable, this is a major pain point. At the very end I suspect that this limitation comes from the skeletal merge api (that I think mutable uses for these operations). So, there’s no easy way to overcome this problem. I found a solution via python scripting: Manually add a root bone and offset it to the parent socket location, so it would merge at the correct position.

Worth mentioning that baking layered materials in mutable has proven very unreliable. The sum of those issues led me ultimatelly to stop using it, but I’ll review in next updates for sure!