[Closed] How to Play Animation On specific Bone Which is break from skeletal mesh?
The question has been closed May 24 '17 at 06:45 PM by Matt.Williams for the following reason:
The question is answered, right answer was accepted
Yes, you can try Physical Animation to apply keyframe animation onto a physical simulation regardless the constrains were broken or not. The PhysicalAnimation applies Physical Animation Data which was applied to the physical assets to give the strength how difficult/easy the physical simulation could affect the keyframe animation.
With PhysicalAnimation working the mesh/bones need to be always simulating physics that will prevent the mesh penetrating ground while playing keyframe animations
But things becomes complicated if you also want your character has proper looking crawl animation playing after falling down. I think the challenge becomes how to natually blend an arbitrary pose to a Crawling animation. You might need to rotate the Pelvis bone to a proper orientation first to better match the upcoming crawling animation. Also you might need to prevent the character penetrating into a bumppness ground while crawling, so PhysicalAnimation is also a good way to go
Here's a simplest BP and Video example shows the pumping leg 3 seconds after the guy falling down.
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