RecordAnimation may not record correct bone locations

Hey, Community!

I am trying to record animation, created in UE during the Game, using PhysX ragdoll mannequin and the PhysicsConstraint, which keeps the Mannequin hand in the air, fixing hand’s location and rotation in the world.
For recording, I use Console - RecordAnimation command. Already tried World/Local spaces - the result is the same:

The constrained bone’s location it not fixed in the air, the values in Component space vary up to 1-2 cm for each axis, which results in dribbling, but not fixed-in-air hand…

On the attached GIF, the hand_r has to be constrained to world…
I looked up the source code - the AnimationRecorder.cpp seems to use relative bone transforms for recording, but: it seems to use ONLY rotations - no locations. I proved it myself

110615-unreal+engine+demo.gif

So the question: is it possible to record location offsets of bones to record the animation more accurate?
P.S. I use AnimRecorder.FrameRate 30, 60 etc. - doesn’t help.

Yes… every recorded animation sequence has NO LOCAL LOCATION OFFSETS - except Pelvis joint. But using physX, even with most aggressive projection tolerance and stiffness - the location offsets DO exist, up to 1cm, which is enough for the “fixed” in the world joint to damp. Is it possible to record the animation with the bone’s relative locations, not only rotations? or it is FBX asset special condition?

OK, i’ve solved it. I needed to compile UE from source and add logs to find out, that the translation offsets in local space are recorded correctly. EVEN if you export to FBX and import as new skeleton - it works correct.

SO, this bug is appliable only to the template UE4 Mannequin.

Hi I got same problem about physics constrained object to record, and wish to know the meaning of “add logs to find out”.