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Metahuman rigid body physics on skeletal mesh - issue with retargetted animation?

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HarlequinWerewolf polycounter
Hey! So this is outside of my wheelhouse and I'm lost. I'm working on a character that has a lightsaber hilt on her hip, I want it to bounce and move as she walks/runs etc. I may be doing this completely wrong, but it's been working so far for me. I created the clothing and brought them in as different skeletal meshes and attached them to metahuman blueprint.


Without any physics or anything, the walk cycle looks fine and is skinned well enough. 

The bag and lightsaber are their own skeletal mesh. 

I followed this tutorial: https://www.youtube.com/watch?v=MMe80uQr_Vg&list=LL&index=1 But had issues where the bag wouldn't move with the body animation. In this tutorial, I added a bone in Unreal for the lightsaber and skinned the lightsaber 10% to it.


So I followed this guide: https://dev.epicgames.com/community/learning/tutorials/b67e/metahuman-bone-simulation-in-unreal-engine-a-step-by-step-guide-i-icvr and since retargeting the animation, the bag skinning looks wrong? But the physics are working 😅


The bag skeletal mesh has an anim blueprint with collision that works fine, it's only when an animation is playing on the Body.


Any help on how to resolve this is super appreciated
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