Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Animation and Equiping Torch

Hi everyone,

First of all, I only have a year experience of UE4 and almost nothing in animation so I'm trying to figure things out by myself, but on this point I need your help :)

So I'm trying to make a "Holding Torch" animation using Two bones IK system. What I want is my right hand to stay still in front of me while holding a torch, and what it does now, is that my hand goes up and down following the walk/run animation (ThirdPersonAnim)

So my question is: Is there a way to just make a bone to stay locked in a position no matter the animations?

It has been a week I'm trying to figure it out, but well... I need your help!

Thanks a lot!

Product Version: UE 4.11
more ▼

asked Jan 05 '17 at 03:59 PM in Using UE4

avatar image

3 1 2 3

avatar image relicta Jan 05 '17 at 04:25 PM

So I want it to stay still like that even when I'm walking: alt text

But when I play the Walk animation, it does that: alt text

I know it might be nothing, but I'm kind of a "noob" about it :)

ue41.jpg (445.5 kB)
ue42.jpg (446.7 kB)
avatar image Looniper Jan 05 '17 at 04:38 PM

I just used Modify on both arm joints.

Are you setting the rotation to "Override" so it doesn't consider the arms' pose as fed by the animation clips?

avatar image relicta Jan 05 '17 at 04:48 PM

Nop, I actually don't know where it is.... That's maybe why XD

avatar image Looniper Jan 05 '17 at 04:55 PM

Click on your Modify Bone node - the Details panel will take on the options for Trans / Rot / and Scale for that bone.

alt text

(I changed from Component space to Bone space because I'm more familiar with working with joints in those terms)

replacerot.jpg (34.3 kB)
(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

You need to edit the AnimBP graph and add the joint positions you want while holding the torch (may take some trial and error)

Add them in joint-by-joint (with the Alpha set to 1.0)

When you have the pose you want, set the alpha to a Variable Float you can cast to the AnimBP when you want that pose added to the existing animation.,

This is a very(very) rough torch-holding pose (lowerarm_r in the first box, upperarm_r in the second). alt text

force_joints.jpg (109.4 kB)
more ▼

answered Jan 05 '17 at 04:33 PM

avatar image

761 22 7 36

(comments are locked)
10|2000 characters needed characters left

Hey, Thanks a lot for your answer, it does the trick. However it's still moving with animation. But no worries, I'm already fine with what you said ;)


more ▼

answered Jan 05 '17 at 05:09 PM

avatar image

3 1 2 3

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question