I have an robotic character, who have lots of pistons in his limbs. Now, on the animations themselves it is fairly easy - just bake the constraints to the FBX. But the problem arises with using of state machines and such - when two animations blend together in the engine, or a procedural layer is added, the pistons start to glitch and rotate incorrectly, passing through each other.
I thought that it can be solved with the LookAt Skeletal Control Node, but the bone I apply it to refuses to look at it's target correctly, always being off. So, how could I fix that situation in general? Do I moving in the right general direction, or is there easier ways to fix the blends?
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