Hi
I want to create a simple physics asset for simple “T like” fbx mesh.
Everything works fine with one side bone, but if i am adding body for the second bone - mesh stretches terribly.
I tried:
Tons of physics asset setting, moving constraints, bodies, changing scale, creating new etc.
Changing mesh origin program (Blender to 3ds max) - nothing (I am importing and creating skeleton with the mesh).
Can you help me solve this please?
Solution found: Create 2 connected “root” bones. Physic type of the first set to kinematic, second - to simulated, and lock all angular limits on constraint of the second. Then add “branches”.
I just want you to know that I have been searching for an answer to this issue I have been having and after about 15 hours of working on this one issue alone, I magically stumbled upon this lone thread in the sea of the tumultuous UE4 answer hub. I wish I could shake your hand sir or madaam because your simple solution was all it took.