How to get bone's original transform inside an animation sequence?

Jidong Yang
Fri, 03 Dec 2021 16:11:38 +0000
Blueprint

Hi, I’m currently working on my character’s animation blueprint with these features:

1. I’m controlling the position of my character’s hand_l bone’s transform using [Two Bone IK] node.

2. However, in order to calculate the effector’s position of my hand_l’s [Two Bone IK] setup, I will need to get the bone hand_l’s original transform of a given animation sequence.

As you may have noticed: since the hand_l bone’s transform will always get updated due to [Two Bone IK] node. may I know how could I get its original transform inside its current active animation sequence？

Thank you!

2 posts - 2 participants