|SOLVED| Blender to UE4: Squash and Stretch Bone Heirarchy Scaling

-|SOLVED|-

We have found a solution! The solution discovered is to use constraints inside the 4.17 Animation Graph to copy the ideal scale from one bone to the offending bones.

For example say you have a stretchy spine_01 bone and you want the spine_02 bone to maintain its one to one scale. Apply a constraint to your spine_02 bone and copy the scale of a bone that holds a scale of one.

In an ideal scenario you would export an extra control bone that holds the correct transforms of your spine_02 bone and use that as your constraint.

Here is the result of the Squash and Stretch Rig!

214186-blendertoue4customsquashandstretch.gif

And here is the constraint setup in the animation graph.

214187-constraints.gif

In this example I have a constraint node for the spine_02 bone and the head, I have set these nodes to constrain their scale values to the root since the root will always have a scale of one.

Big thank you to Lina Halper for implementing the constraints to make this work, and thank you to @Cyaeou](https://twitter.com/cyaoeu) for helping me figure out how they work.

I’m so excited to have this working and I cant wait to get animating with it!!

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