SkeletalMesh animation fades out inconsistently with attached items
When the camera's not near my cars, bits attached to the cars animate normally but the cars don't. (See gifs below).
I have vehicles created so the base car body is separate from some attachment pieces. The roof, doors, and other misc. attachments are staticmesh components attached to the skeletalmesh root of my blueprint.
These parts are attached to bones on the skeleton that animate such that when I animate the car body, the parts will animate along with it.
When I play my animations and the camera is up close, everything looks great - the body and attachments bounce up and down in sync:
When I move the camera further away, the animation sort of fades out in amplitude on the car body, but the attached parts continue to animate to their full extent:
Because I want the game's camera to be far overhead, I want the full scale animation to always play. But at the very least I expect the attached components to be in sync. Is this a bug? Is there a setting I'm missing that can affect this?
edit: I'm using 4.6
If you're using a vehicle with animations, or any other skeletal mesh with animations, and you're also using temporal AA, you need to enable "per bone motion blur" in the skeletalmesh settings.
This setting allows your mesh to have its animation velocity rendered to the velocity buffer, and the velocity will be correct throughout animations. If you don't do this, your animations will only be correctly played when your skeletal mesh actor is moving, or when the camera is moving.
It turned out to be an extremely easy fix, but hard for me to understand.
answered Apr 17 '15 at 01:41 AM
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