Custom animation with an input?
Is it possible to have an animation that takes an input to decide where a bone may start and end in the animation?
So if input let's say 10 you would do a wave at a location and 11 a different location ?
If you read this im sure the response would be why not just make two animations when in reality it would likely need 360 different animations if I went down that route
I'm planning to make a custom sword swing that can be inputted by the player move mouse to the right then left to swing from right to left sorta thing!
Any ideas friends :) (Ideally blueprints btw)
asked Jun 13 '18 at 03:33 PM in Using UE4
Im not sure what you mean by giving the player input, but here's a guess at how you could try to accomplish something like having the player arms(sword animation) follow the mouse cursor.
With blending, you can have an input number drive the animation. This is closer to making more animations.
With IK you can have a location drive the direction of your character's bones and define what bones will react. So in theory you get the mouse world position and have the arms(sword swing) follow the mouse cursor left, right, up etc. Basically have the arms setup with IK when swinging and the rest of the body should follow the original animation
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