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Lock a bone position with IK and override animations?

I'm trying to find a way to lock the neck bone of a character to a position in the world and have this limit the body positions of the character's playing animations. (i.e. the animations might be an idle sway or a hit reaction that would normally move the head a bit - but I want the head bone anchored while the rest of the skeleton tries to play the animation as best it can blending with this anchored point.)

I'm currently based on 4.1, so I've set up a 2 bone IK node in the animation blueprint, setting the neck as the IK bone, and the End Effector to be a world space position.

This works well to make that neck bone always orient toward that worldspace End Effector no matter the animation, but animations can still pull the neck away from the End Effector position.

Is there any way to force the position?

Thanks for the help!

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asked Jun 17 '14 at 12:05 AM in Blueprint Scripting

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Stephen Hess
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