Duplicating skeletal assets (for retargeting animation blueprints) looses its connected skeletal-mesh
Dear colleagues In our bilingual (language A and B) game we want 2 versions of our characters (A and B), with 2 sets of visemes & gestures because we want to avoid overcharged biligual actors (with the double of waves and animations in their skeleton). Our tentative approach: (starting from character A composed of: 1 skeletal mesh (mshA) + 1 skeleton (skA) + 1 ActorBP (acA) + 1 animation BP (anA)):
1) Duplicate the skeleton of A: skA + SkB; 2) Duplicate the animation BP of A (using “Retarget Anim Blueprint – Duplicate Anim BP and retarget” into skB): anA + anB. 3) Duplicate actorBP of A: actA + actB and redirect the animBP of actB (in the details of its CharacterMesh component) to anB.
asked Jan 21 '16 at 08:02 PM in Using UE4
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