Hopefully a simple question. I set up a physics skeleton with kinematic hands and simulating other joints, using the documentation here.
In the game, I have the mesh parented to another asset. When I move the parent asset, I would expect it to move the child mesh as well. Meaning that it would move the kinematic hands. But it doesn’t. The kinematic hands seem locked to their particular position in world space and I can’t get them to go anywhere.
Probably either it isn’t parented as you think, or it needs an explicit link such as socketing it onto a skeleton/similar.
If the issue is animation driven, then you could be lacking a master pose component node (doesn’t sound like that’s part of your setup, but its worth a mention).
After starting the game and enabling physics, Manny seemingly detaches from his parent. I guess when you enable physics on a character they detach from whatever they were parented to?
I figured that maybe the move was to only Simulate on all bodies below the root, so that the root wouldn’t get detached. If I do that then Manny does retain his parenting, but his Kinematic joints no longer seem to be working.
Hands and feet are locked to an object, which can be moved. The hands and feet will move along with the object. The rest of the character will ragdoll.