Sequencer Animate Character BP with multip. SK components
is it possible to animate a Blueprint Character with multiple SK_Mesh components(arms, legs, chest, head) in one sequencer track. Driven by the anim BP?
When we droped the character BP in sequencer the selected animation doesnt play. If we drop all our SK components as separated SK mesh actors everything works.
Many thanks for your help.
asked Jul 24 '18 at 09:01 PM in Blueprint Scripting
Right click select properties then change slot to the slot name of that character. I tried this but another issue is the weight not working.
answered Jul 25 '18 at 03:23 AM
Hi, yes I believe it is possible. I've loaded the "Customisable Medieval Knight" from the asset store which is also of a modular nature, (Several Skeletal mesh parts) and it worked in Sequencer like a charm -requiring only one animation track. Currently testing if I can implement the same logic with the Roman Character. I will post an answer with more details shortly. (Or at the very least, a pic of its blueprint)
Hopefully this will guide you in the right direction. I'm going to try it myself and update the post with the results.
Update: I can confirm the Roman Character works perfectly in Sequencer when using the Set Master Pose component within the Skeletal Mesh BP construction script.
Create a new Skeletal Mesh BP and set up the parts you wish to use. (Don't use the one that came with the package as it will cause errors unless you know how to make the proper adjustments.) Here's the setup that was successful for me:
Key for this specific Roman Char:
Skeletal Mesh = UE4 Mannequin set to invisible
Torso = SK_roman_chest
Helmet = SK_roman_helmet
Head = SK_roman_head
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