Anim Dynamics + World Acceleration

It seems that when using Anim Dynamics on our characters, all the accelerations are in local space. For example, acceleration from an animation has an effect, but acceleration from moving the pawn does not. Is there any way to get the pawn motion to affect the anim dynamics simulation?

thanks,
sam

Hey there! I’ve assigned to the engineer that wrote the system. There definitely is a way to do it, but it might depend on what build you’re on, whether the feature exists yet or not. It was a relatively new addition.

Hi Sam,

In the version that went out with 4.11 you can only resolve AnimDynamics in component space with no external effects as you have found. In upcoming releases you’ll get access to some new functionality we’ve added after that release which include the ability to change the simulation space (Component, Actor, Root-Relative, Bone-Relative and World) as well as pipe in external linear forces.

External forces are handy if you want movement to affect your dynamics but cannot simulate in world space (teleporting characters causing instability for example) as you can just pipe in negative velocity and get a similar effect.

Hopefully this answers your queries, if you need any more info feel free to let me know!

Benn.

This sounds amazing! Any idea the release schedule/cadence for these new features? Or are there any CLs we could cherry-pick to give these new features a try?

thanks,
sam

I’ve just checked and the simulation space and external force features went out with the 4.12 release if you’re not planning on updating to that version you may be able to take these files:

\Engine\Source\Runtime\AnimGraphRuntime\Public\BoneControllers\AnimNode_AnimDynamics.h

\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_AnimDynamics.cpp

\Engine\Source\Editor\AnimGraph\Classes\AnimGraphNode_AnimDynamics.h

\Engine\Source\Editor\AnimGraph\Private\AnimGraphNode_AnimDynamics.cpp

From the release, this may not work if they rely on other parts of that release but at a quick glance they seem to be alright to take.