BP - scale bones on a skeletalmesh component?

Is there a way to scale bones on a skeletalmesh component from within blueprint? Ive tried this and all I could come up with some poseablemesh type. Im wanting to scale the head bones down to remove the head of the 3rd person mesh.

You’ll need AnimBlueprint for the SkeletalMeshComponent, and add node -ModifyBone SkeletalControl- and it will allow you to modify scale or rotation or translation of the bone.

Thanks,

–Lina,

Thanks Lina that got me alittle closer but Im still having some issues accessing this from within my Character blueprint. Ive done as you suggested with Anim Blueprint but Im not sure how I should be using the skeletal control within my states to scale the headbone until I tell it to scale back. It requires a flow connector which only goes the one way so hmm

Thanks Lina that got me alittle closer but Im still having some issues accessing this from within my Character blueprint.

We have internally blueprint communication working, but it’s not released yet.
For now what you can do to communicate between anim blueprint and character blueprint using interface. You can create interface and implement in the other side.

Ive done as you suggested with Anim Blueprint but Im not sure how I should be using the skeletal control within my states to scale the headbone until I tell it to scale back. It requires a flow connector which only goes the one way so hmm

I’m not sure exactly what you meant by this. Could you add screenshot to it?
ModifyBone controller needs input of pose to modify. I wonder that’s where confusion is?

Thanks,

–Lina,

Okay I was required to add a bool out just to get the function “SetHeadScale” to show up in the animblueprint.

bonescale-interfacedfunction.jpg

What I did from there is create a new State so I have access to Modify Bone node.

Then I hooked the state up into my flow like so (Im not sure if this is “correct”).

I simply put a tick in the bCanEnterTransition to Run/Idle, perhaps there is an issue there.

Ive looked at what you said about ModifyBone node needing a pose and gave it a Mesh Space Ref Pose but I have no idea if thats the correct one. It doesnt seem to do anything currently when I call SetHeadScale from my Character.

I don’t think ModifyBone has to be inside of state. It is better to place after all animation is handled in top graph (AnimGraph). Is there any particular reason why you put it in state?

If you put it in the state, when converted and if it’s not blending well, it can be overwritten by animation.

–Lina,

I put it in state because umm, I thought that was the best place for it. I really dont know what I meant to be doing, I might just leave it for now and look in the c++ and see if theres an easier way.

So does this still not working? Did you mark “Apply Scale” check box?

Thanks,

–Lina,

Okay so I got the scaling working thanks heaps :slight_smile: I needed to set the Alpha to 1, the scale mode to Replace and scale space to WorldSpace and that seems to do the trick. Im still having an issue passing a reference to the mesh within the regular blueprint so I might start another thread about that because the scaling works fine in the Persona view :slight_smile:

Hello I can’t add any “modify bone” nodes in the anim bp . When I try to add it, it won’t show up.I have disabled context search

Hello I need to modify bone from event that is being fired from the character blueprint how to do it