Workflow for creating a nanite static mesh based character? Like AncientOne in Valley of Ancients demo

Ahh, I see. Yeah, I was able to get the origin at the bone tip, requiring just a correct rotation. I was having a hard time precisely rotating the mesh so both ends of the bone precisely line up. This was then multiplied when i was trying to pair one end of a mesh to another end i wasn’t entirely sure was in the right spot. This lead to the animations not quite looking right.

Thanks for taking the time to explain!

And hopefully with the release of UE5, we will see a better workflow that doesn’t require so much manual work!