I know this matter is very difficult. I have tried to implement it myself, but failed, but I want to bring it up for discussion.
As shown in the picture, I have two skeletons and two sets of perfectly timed animations. One is for the character, and the other is for the hair. The skeletal hierarchy of the skeleton is not entirely the same.
The image on the right may be replaced with clothing or something else. The problem that needs to be solved is the same.
It is common to assume that a character’s object has been spawned before, for example, if a player character first wears a piece of clothing while playing, and then discovers another piece of clothing on the ground, they put it on. At this point, many animation sequences in the character’s animation blueprint have their own time, such as playing frame 6 in the standby animation. Then the clothing actor is generated, and playback starts from frame 0. So the animation of the characters and clothes will always differ by 6 frames.
The solution you provided us is Copy Pose From Mesh. But it can’t solve one problem, as shown in the picture, my hair has many bones that the character doesn’t have, and using this method, the excess bones are stationary.if use Anim Dynamic, Physical simulation is difficult to control and prone to problems such as interweaving, making it less reliable than animation itself.
So it would be perfect if we could associate grids in two Actors that use the same animation blueprint template, synchronize the time of all sequence players in one animation instance to the corresponding sequence player in the other.
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