use poseable mesh with physics asset
I am using a Posable Mesh Component to create a fully controllable robotic arm. It has three Fingers on the tip and I want it to physically grab small objects. To do this I would need to add a torque on these Fingers, so they can grip any object in between them. Here is the part of my blueprint: As you can see I make sure that simulate physics is set to true and my torque is big enough (I read that the units are extremely small). The mesh has physics preset set to character mesh, but I still cant see any effect of the torque. The add torque node accepts all primitive components so it has to be available for the poseable mesh.
Can you give me any tips to what I might have missed?
PS: My object is very small and has little mass, so that should not stop this torque.
asked Oct 19 '16 at 07:54 AM in Blueprint Scripting
I did some more testing and came to this conclusion:
Apparently a physics simulation like there is for skeletal meshes is actually not available for poseable meshes. Because of that it is not possible to add a torque on a single bone in a poseable mesh.
If anyone thinks it is possible, or that I overlooked something please go ahead and tell me how it can be done.
answered Oct 19 '16 at 10:20 AM
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