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How can I add animations to a poseable mesh?


Is there a way to add animations to poseable mesh?

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asked May 24 '14 at 01:10 PM in C++ Programming

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avatar image Tim C ♦♦ STAFF May 26 '14 at 03:38 PM

Hi lion032,

When you mention a poseable mesh, are you referring to a Skeletal Mesh?

avatar image lion032 May 26 '14 at 04:05 PM

I refer to UPosableMeshComponent

avatar image Tim C ♦♦ STAFF May 26 '14 at 08:11 PM

Hi lion032,

I am personally not familiar with the UPoseableMeshComponent. I will try to get some more information for you tomorrow. In the meantime, there was a thread on the forums where someone was trying to get PoseableMeshComponents to work. If you have not already read it, that thread may be able to give you some ideas.

avatar image Tim C ♦♦ STAFF Jul 08 '14 at 08:13 PM

Hi lion032,

Are you till having trouble with this issue?

avatar image lion032 Jul 11 '14 at 01:07 PM

Yes, I am still looking for a solution for this issue

avatar image Tim C ♦♦ STAFF Jul 11 '14 at 01:59 PM

For clarification, are you wanting to have full animations within the UPosableMeshComponent, or do you want to be able to change the component's transform in some way?

avatar image lion032 Jul 11 '14 at 03:02 PM

The first option, full animations within the UPosableMeshComponent.

avatar image avrahamy Jul 29 '14 at 07:10 PM

I'm also battling with PoseableMesh. You could "record" the animation key frames and manually rotate and move the joints in C++. If only we could query the joint position and rotation of a skeletal mesh while it was animating, or access the animation data as the engine stores it, there will be something to work with...

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Hi lion032,

I did some testing with using PosableMeshComponent, and even though I was able to assign a skeletal mesh with animations to the PosableMeshComponent, there did not appear to be any way to access the animations in order to trigger them. It may be possible to link multiple PosableMeshComponents to each other and adjust the transforms of each to simulate animations, but this method would be rather complex, and could potentially lead to unexpected movements.

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answered Jul 11 '14 at 10:18 PM

avatar image Slavq Sep 18 '15 at 03:59 PM

Is it still not possible to add/access animations in PoseableMesh component? I need to set transform of many bones in my skeletal mesh. At first, I've found "Skeletal Controls", but I have a problem with setting it up (HERE), so PoseableMesh would be great if these Skeletal Controls don't allow transforming multiple bones - but I don't know how to animate PoseableMesh.

avatar image Tim C ♦♦ STAFF Sep 22 '15 at 01:35 PM

Hi Slavq,

The PoseableMeshComponent is not intended to be used with animations. It is instead designed to allow you to work with individual bones and set transforms without having animations in place.

I took a look at the question that you linked. Unfortunately animation is an area I am not very familiar with. However, I will see if I can get someone more knowledgeable about animation to take a look when they get a chance.


avatar image lion032 Sep 22 '15 at 01:58 PM

It was possible up to 4.8 I was able to override the bone rotations after the BP evaluation: https://github.com/lion03/UE4-K4W-Plugin/blob/Kinect4Windows-4.7/Engine/Plugins/KinectV2/Source/KinectV2/Private/KinectAnimInstance.cpp

but in 4.9 it was restructured and I couldn't find a workaround yet

avatar image Tim C ♦♦ STAFF Oct 15 '15 at 03:28 PM

Hi lion032,

I apologize for the long delay on responding to you. I was able to snatch a few minutes of time from one of our animation engineers, and she confirmed that the PoseableMeshComponent is not intended to support animations.

Her suggestion for being able to use animations as well as modifying individual bones, was to use a SkeletalMeshComponent for the animations, then use the ModifyBone node in an AnimBP to adjust individual bones (if you need to be able to do so in code, you should be able to access the code in the UAnimGraphNode_ModifyBone class).


avatar image OverRated_AU Oct 31 '17 at 04:38 PM

This is old but still a issue, This is a issue for me and probably a lot of other people making weapons system using bones on a model, lets say a tank uses a poseable mesh you can setup a weapon system to use the bones, you do the same with a bot but now you can't make it walk because it lacks movement, so the only way is to cut the model into two parts.

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