I’m trying to give my spaceship some simple animations:
- Wings collapse into each other and sweep back when accelerating or turning.
- Idle animation where the wings collapse and sweep.
The static mesh is built from modular parts, merged, and then converted into a skeletal mesh.
After a few days of experimenting and following every video I could find, I have a basic understanding of how to rig and skin my skeletal mesh but have some questions.
- Happy to have learned how to do it, but is the rigging and skin weighting the best/right way? If I spend enough time weight mapping, will I ever get it to only move the portion of the mesh I want? Will rotating the wing to sweep back work with this approach?
- I don’t need a skeletal mesh and could just manipulate the position of the individual meshes that make up the ship by adjusting their positions with blueprints on the character itself to animate. This feels like the wrong way to do it, is it?
- Is there a way to have multiple different meshes, or pieces in a single skeletel mesh (like the above in the world) so I don’t need to ‘stretch’ the mesh to animate with bones?