- Skeleton with 3 bones, Root> BoneA>BoneB
- BoneA has Child BoneB
- Pose Asset where BoneA Moved, BoneB Follows in Pose Asset.
- In Mutable Using Animation Pose Moves BoneA,
- Mesh skinned to BoneA, Mesh Skinned to BoneB
- but BoneB Transform stays behind.
- Mesh skinned to BoneA, Mesh Skinned to BoneB
- Applying Animation to Output SK dos not work correctly as pivot for BoneB is in the wrong space.
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Steps to Reproduce
Is there way to to make mutable move child bones that move in pose asset but don’t move in mutable?
Example:
BoneA has Child BoneB
Pose moves BoneA, BoneB Follow in Pose Asset.
In Mutable Using Animation Pose Moves BoneA Mesh skinned to BoneA, Mesh Skinned to BoneB but BoneB Transform stays behind.
Applying Animation to Output SK will not work correctly as pivots are in the wrong space.
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tested this in 5.8 preview and it does what I expect, pose asset moves child bones too
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working in 5.7 too with that set up, other set up with data table might have something else going on will report back
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I think I see how this works now, For what I need I have to use new component that will move whole skeleton. Add to skel mesh comp. or extend will not it will only move parent bone.
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Question: Is there a way or road map for Extend Mesh Section Node to move children bones of the pose.
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looks like in 5.8 preview extend also preserves posed child bones, but not in 5.7 [Image Removed]
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Hey there,
I can’t reproduce this in vanilla 5.7.4. Can you share a repro case?
Dustin
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Hi Dustin thank you for reply,
After doing more testing I see that for extending base skeleton needs to already have bones i want to extend with, so if base doesn’t have BoneB we can add BoneB but it not going to get pose updated, but if base has BoneB it will update the pose.
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Interesting, let me run that by the dev team. That feels like a missed use case that is solvable.
Dustin
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