I have a skelmesh of a car, made a control rig with a root control on the root bone. When root translates, the wheels auto rotate, and when root rotates, the wheels auto rotate. All working great in viewports. Working great in sequencer if I manually keyframe the root control.
But it’s a car, I want to animate it following a spline path. Made a rig rail, attached the skelMesh (with the control rig component attached in sequencer. you can’t attach anything other than the top level mesh or bp). Technically the root bone is parented to mesh which is now parented to the rail mount, and thus 0 0 0, and thus no more control rig animation.
This was the case in the unreal’s googly eyes tutorial, they literally manually animated the root after attaching the whole BP to the thirdperson head in sequencer. It worked in gameplay, but not sequencer. He just skimmed over this fact, but like… uhhh wait go back, what are you doing?!
That CANT really be it? There must be a way to get the world position of something animated in sequencer and pass it into the control rig, surely? SURELY? As it is, it doesn’t seem like control rig is useful for linear sequencer animation then? It’s only method of animation is hard core straight up keyframes on controls? Like ya, it can do that, but it really closes the doors to the millions of other ways people can animate…
Please tell me I’m wrong! I’ve been slamming into this problem for 2 weeks now!