Skeletal Mesh Self-Collision

Hello everyone, I’m working with mocap-driven animation via a plugin and my skeletal meshes hands etc clip into itself at times. Does anyone know of a way to prevent this from happening, such as some real-time self-collision? Thank you for any help :slight_smile:

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As character hands are not driven by physics you need to manually test each frame if move is valid. This can be done using sweep test on SetLocation or SetRotation functions. Sweep test is a “virtual” movement of the object, meaning that object is not actually moved but tested if it will collide with something if to be moved. Not sure what is he best way to pull this off for a hand, as you need to test fingers and hand in such a way that blocking of finger movement might not block the rest of the hand. Using sweep test you can find a “safe” position for a finger, beyound which it will clip/collide with another object. From there you could place additional constraints on the rest of the hand, to prevent finger from bending in unnatural way. Which leads to a sort of IK system.
There is a plugin in WIP section of the forum which seams to do a great job in mixing animation with procedural IK. Check with the dev if it can help you to solve this problem.

Thanks so much for the helpful response. I did some research into IK in UE4 and have been testing some of the different uses as shown in the animation content examples. The IK for the feet works well, however the hand IK punching example has major twitching when the character punches the wall. I also encountered this sort of twitching in my own work which I based off of the content example (Animation, example 1.8). Does anyone have any idea why this twitching occurs? I have studied the blueprints and am not sure why this is happening. Thanks!