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Get bone/socket transforms in AnimBP to avoid skeleton leaf (ik) nodes.

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    [FEATURE REQUEST] Get bone/socket transforms in AnimBP to avoid skeleton leaf (ik) nodes.

    It would be great to be able to run a 'Get socket/bone transform' on a Cached Pose in the Anim Graph.
    In my VR motion controlled character rigging I have several points in the animated skeleton that I need to refer back to even after I edit the pose in the graph.
    Such as planting the feet and setting up my SplineIk spine.
    Several times now I have to go back and add new leaf nodes to the actual skeleton, re-bake out animation, swap out my skeleton mesh and make sure the animation work with the new skeleton mesh. It's a huge pain when it shouldn't need to be.

    All this I think could be avoided and more flexible if I could just access the transforms of bones/sockets earlier in the Anim Graph graph, say from a Pose Cache.

    Please?

    Cheers
    Fred
    Last edited by Fredrum; 05-04-2017, 01:58 PM.

    #2
    I was just wanting this like five minutes ago. So I concur.
    Trent Polack (@mittense)
    Personal Site | Development Blog | Joy Machine

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      #3
      Can't you use virtual bones for this?

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        #4
        I never heard about virtual bones before. Can you get the position and rotations of these straight in the anim graph?
        Can I get them to copy animated transforms from other bones?
        I'll read up on them and see.

        EDIT: Well they sort of seem to be able to get half the way there maybe.
        The problem is still that I can't get the transforms in the Anim Graph. Which I need because I need to get the latest transforms this tick after say keyframed animation has been applied but before I calculate my spline ik.
        Last edited by Fredrum; 05-04-2017, 11:39 PM.

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          #5
          Actually having full on tried it it does seem to work. It's hard to tell if I'm a frame behind or not.
          I think that is something that I need to ask somewhere, when you do a socket transform get, is that the transform from where in the anim graph and at what time in the chain of events.

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            #6
            When I needed similar functionality to "find spot in between two specific bones", I could solve it using CopyBone nodes:
            Click image for larger version

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            But I think there is still need in a generic GetBoneTransform for other use-cases.

            If you are really in trouble with this now, perhaps adding custom node is an option:
            https://wiki.unrealengine.com/Animat...reate_Your_Own
            Youtube Channel

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