Hi
I am a 3D modeling and animation student without any game dev background, trying to learn to make the following task:
What I want to create is an industrial robot arm that I “procedurally” animate during runtime and has a Control Rig for manually animating for sequences where that is needed.
How I imagine it would work is something like:
[Gif example][2]
BP_MovableObject:
Object the robot arm is supposed to pick up
Socket the arm aims for when grabbing
BP_RobotArm:
Rest pose
When BP_MovableObject enters area
Move IK_Ctrl to Location_A
Attach BP_MovableObject to IK_Ctrl
Move IK_Ctrl to Location_B
Detach BP_MovableObject to IK_Ctrl
Back to rest pose
BP_Spline:
Moves BP_MovableObject to/from BP_RobotArm
Here is the robot arm I’m using:
bone hierarchy in Blender
bone hierarchy in UE4
What I tried so far:
Play around with the recently introduced control rig system in both version 4.25 and 4.26.
After some trial and error and following a few tutorial I managed scrap from the internet, I made a basic setup with a full-body IK control rig:
FBIK control rig
animating in sequencer
With this setup, I can make some basic animation using the sequencer, but not exactly what I wanted.
My next step was to look into how BP and Anim Bp classes work in Unreal.
I’ve tried to learn how to trigger a baked animation sequence making a collision overlap event BP: [GIF][7]
I’ve tried to recreate Inu Game’s procedural robot arm example that I found on Twitter: [https://twitter.com/games_inu/status/1318271501578141698][8]
[version 1][9]
[version 2][10]
Somewhat in the right direction, but not exactly a fully working result. But at least learning a bit.
Using his tweets as a reference. It helped to understand how I can make the control rig communicate with the animation BP and BP class.
But as I’ve got very limited experience working this way, I don’t really know which steps to take and in what direction to go. Or if it’s really possible to achieve it this way. So would love it if anyone could help guide/point me in the correct direction for how to solve this.