x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Rotate bone in blueprint (in his bone-space)

Hi there,

I wanna rotate a single bone in my posable mesh component (for some reason, it seems not possible in a skeletal mesh component). It works fine in the editor when using local-space, even if the bone is not aligned with one of the world-axis.

The strange thing: When I try to replicate that with Blueprint, the rotation can only be handled in world-space (wrong), component-space (wrong) but I simply can't choose bone-space/local-space:

alt text

Does that mean, it's not possible to rotate a bone which is tilted in any way along his own axis without using a AnimBlueprint?

Product Version: UE 4.10
Tags:
more ▼

asked Dec 03 '15 at 12:28 AM in Blueprint Scripting

avatar image

spyro
1.7k 105 117 229

avatar image tharlevfx Jan 21 '16 at 02:41 PM

i've having the same problem - surely it should be possible to get and set bone rotation in local space?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

If you want to rotate any given bone in any given skeletal mesh then you probably want to do it inside the animation blueprint. For a good reference, look up how bone transforms are used to handle aim offsets or head-turning. This is the node you would be using: Transform Bone. I'm surprised this has been sitting unanswered for so long.

more ▼

answered Nov 26 '16 at 09:23 PM

avatar image

Jin_VE
4.4k 32 77 41

avatar image spyro Nov 30 '16 at 09:15 PM

Many thanks, but I had to do that from inside a normal blueprint, I just wondered why this wasn't possible. We had to solved it with some matrix and vector magic.

avatar image Jonas_Molgaard Jan 19 '17 at 10:07 PM

Any chance you wanna share what vector math you used to do that? Im need to do the same too.

avatar image Jin_VE Jan 20 '17 at 12:46 AM

Why not just rotate the bone in the animation blueprint from a value set in the character blueprint? Because it's not animated? If you must do it in the charater blueprint then why not get the bone rotation, add to it, and set it back?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question