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Cutting Skeletal Meshes at runtime

My problem:

I have an animated character (SkeletalMeshComponent). I want to be able to slice it in half and have both parts fall as separate ragdolls. I don't want the slicing to be pre-made in the mesh. It has to be procedural (yes, like Metal Gear Rising)

My vague solution:

I want to more or less follow this plan:

  1. Prior to cutting, save all bones, vertex, skinning, material, ragdoll colliders info

  2. Procedurally generate two new meshes that represent the two halves of the original mesh (based on the saved vertex positions and material)

  3. Generate two new separate rigs that represent the bones that were originally assigned to the two new mesh parts before they were cut

  4. Re-apply skinning information

  5. Regenerate ragdoll colliders

  6. Apply ragdoll

My Questions:

  • Can procedural meshes be skinned and animated?

  • How are bones represented in UE4? I've seen methods for retrieving bone names and indexes in SkeletalMeshComponent, but how do I access a bone's information, like the associated vertex skinning data?

  • How can I manually create a new bone at runtime and set its skinning info? Or is skinning info assigned to vertices?

Product Version: UE 4.11
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asked Apr 04 '16 at 06:05 PM in C++ Programming

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Philippe St-Amand
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