Physical animation not in meshspace
I am trying to do physical animation of a tail following a body. Right now I've manage to do that by enabling simulation for tail bones in physical asset but it works only when creature goes forward. When it turns rotation is not take int account for simulation like the whole simulation was made in mesh space. I was wandering if there is a some way to override this behavior to force specific bones to simulate in world space.
asked Jun 30 '15 at 11:54 AM in Using UE4
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