Hi,
The attached picture explains it all. I have a character with a mesh and an AnimBP. The AnimBP puts something into the final animation node and the character mesh will play that animation.
But now I want to have something like the GetSocketTransform node that gives me the bone transforms (in bone or component space) before they are applied to the skeletal mesh.
The reason is that I have some IK for which the effectors depend on the current animation that is supposed to play if there wasn’t any IK.
In short: How do I get bone transforms from the AnimBP alone without any reference to the spawned character?
One very ugly solution to this is to have two mesh components in your character. One invisible mesh that serves as a reference and only plays the regular AnimBP and the other one which is visible and plays the AnimBP with the additional IK. However before I go that far I want to make sure if there isn’t any other way (Blueprint or C++).