Removing roll from rotator in AnimBlueprint.
We have hand rotation controlled by a motion controller. In order to improve the deformation of the character we want to remove\adjust the roll from the input rotation, and apply the modified rotation to the wrist bone using a Transform (modify) bone in the AnimBlueprint. When removing the roll, certain rotation values cause the target bone to flip.
Is there any suggestions\tutorials\examples of how to setup this type of control on a character?
Any help is highly appreciated. Thanks!
asked Jan 07 '16 at 08:07 PM in Using UE4
My guess is you're not using quaternion math to calculate the roll delta. If you're just using rotators, you could get wonky results depending on the range of motion. This entry talks more about that approach:
answered Jan 07 '16 at 08:15 PM
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