[Bug Report] Skeleton Editor Highlights Wrong Bone
Build Type: Github Source
in Persona: Skeleton Editor, clicking on a bone highlights the clicked bone, but instead of selecting that bone name in the SkeletonTree, it selects its child, and any transformations are applied to the child bone, instead of the highlighted bone.
this is not very intuitive, and I believe this is a bug. (or possibly 2 bugs, highlighting the wrong bone, and selecting the wrong bone are probably separate problems in code.)
i believe the highlighted bone in the viewport should match the highlighted bone name in the SkeletonTree, and rotations should be applied to the highlighted bone, rather than its non-highlighted, never-clicked-on, child.
I've entered UE-34232 for this. I'd like to note that there is some inconsistency with various 3D software on this. 3DS Max appears to work the same way that UE4 does, where Maya works the way you're expecting. 3DS Max and UE4 actually consider the connection between upperarm_l (parent) and lowerarm_l (child) to be part of the child bone. Which, if you follow it to the last bones in the heirarchy, makes sense.
However, I do see how it can be a little misleading in practice, so I entered this for evaluation from our engineers. Thanks for reporting it.
answered Aug 04 '16 at 06:27 PM
lol we will see if its a high priority to fix? well i think selecting a bone in a "bone editor" which gives you the wrong bone is a pretty high priority to fix, no? which bone should i be referencing in the other parts of the unreal engine? the bone i want or the bone next to it?
answered Apr 25 '19 at 01:10 PM
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