UE4如何在运行时变换骨骼?
我正在解决ragdoll的复制,我想对于此问题没有明确的解决方案 所以我决定自己弄清楚。
但是,我不知道如何在运行时改变特定的骨头。
我认为转换骨的方式是使用动画资产或蓝图,但是感觉不对。
我要做的是在做物理时复制所有骨骼变化(ragdolling),但我坚持了骨骼的变化。
有什么方法可以改变C ++的骨头?
I'm solving ragdoll replication and, I guess there's no exist clear solution for this problem
So i decided figure it out myself.
However I don't know how to transform specfied bone in runtime.
I assume the way of transform bone is using animation assets or blueprint but, It's feels not right.
What i trying to do is replicate all bone transform while doing physics(Ragdolling) but i stucked how transforming bone.
Is there any way to transform bone in c++??
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我认为问题不是如何复制数据(并且您弄清楚了如何做到这一点),而是如何解析和应用数据。
在网络上获得复制的数据(可能将所有骨头作为名称和相应的变换)获取后,您可以在动画蓝图中使用
transform(修改)bone
节点。链接: https .unrealengine.com/5.0/en-us/animation-blueprint-transform-bone-in-in-in-inreal-enrewine-enrewine/
I assume the question isn't how to replicate data (and that you figured out how to do that), but how to parse and apply it.
Once you get the replicated data (likely all bones as a name, and corresponding transforms) over the network, you can use the
Transform (modify) bone
node in Animation Blueprints.Link: https://docs.unrealengine.com/5.0/en-US/animation-blueprint-transform-bone-in-unreal-engine/