Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences.
When a bone is present on the source but not animated, it will still contain motion in the compressed data because that motion will come from its parent bones (we are in mesh space). As such, non-animated bones follow their animated parent.
When a bone isn't present in the source but present on a target skeleton we animate with, the extra bones will be initialized to the additive identity. As such, the bones will not be impacted in mesh space by the additive sequence and those bones will remain where the base sequence placed them in mesh space. As a result, they disconnect from their animated parent bone.
The user suggests initializing missing bones with the parent bone rotation, which seems a reasonable fix.
Status update on UE-21075 and UE-20622?
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-202053 in the post.
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Component | UE - Anim - Runtime |
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Affects Versions | 5.3.2 |
Target Fix | 5.4 |
Fix Commit | 30775463 |
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Main Commit | 30775573 |
Created | Dec 6, 2023 |
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Resolved | Jan 22, 2024 |
Updated | Mar 22, 2024 |