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Animating player use of static objects with matinee

Is it possible to use the player pawn in a matinee involving another object. For example you set a matinee for a door to open when you press e, is it possible to have the player reach and grab the door then animate it opening all within matinee?

EDIT: Is there a possible way to simply attach the player hand socket to the door socket and use inverse kinematics from the door, thereby not needing any predefined animations?

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asked Apr 04 '14 at 04:50 AM in Everything Else

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You could get the location of the door socket and pass that into a copy of the Two Bone IK skeletal controller in your animation blueprint.

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answered Apr 04 '14 at 06:27 AM

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avatar image Reactant Apr 04 '14 at 06:30 AM

Would this limit my entire player pawn to being a simple 2 bone skeletal mesh or would I use an instanced version of just his arm for the animals. I'm generally on the programming end of things so fairly new to animation

avatar image Reactant Apr 04 '14 at 06:32 AM

Lol not animals, animation. It's 2am and autocorrect never has been too friendly

avatar image twiddle Apr 04 '14 at 06:59 AM

You would blend this animation over the existing calculated pose for the skeleton using an animation blueprint. I'd recommend looking at some info on animation blueprints and how they work before implementing anything though, so you don't waste effort coding something the animation system can already do. No it wouldn't limit you to a simple skeleton - this system is commonly used for foot placement.

avatar image Reactant Apr 04 '14 at 08:05 PM

how can i go about passing the door socket location to the anim blueprint. I was unaware you could pass variables through from one bp to another. Would i have to set up animations for all my doors as well, or can i just update door socket location every tick and use 2 bone ik to attach the hand in the relative place then just use a super simple matinee rotation to move the actual door having the hand update position with the door socket

avatar image twiddle Apr 04 '14 at 09:21 PM

There's some information regarding passing information between blueprints here. You should be able to get by with rotating the object without needing animations, yes.

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