Controlling and blending animations

anonymous_user_d4aadacc
Mon, 29 Jul 2019 17:02:51 +0000
Character & Animation

Hello! I have a skeletal mesh of an aircraft imported from fbx with animations for gears, flaps, elevators and so on.
For example landing gear animation sequence controls retraction: at the start gears are fully retracted in the end gears are released. Same for flaps and so on.

I need to combine these animations and attach some control to it: so that from C++ code I want to call method setGears( 0.5 ) to start moving gears from current position and stop it at half-way position (like smth goes wrong and gears fail to release/retract fully).

Since I am a newbie to UE I have no idea where to start. In animation graph with layered blend per bone I can blend all animations but have no idea how to control them, instead in C++ with USkeletalMeshComponent I can start and stop single animation instance, but I don’t see any way to combine them.

4 posts - 3 participants