Thanks this just saved me Cause i wanted to make the head really squished and i didn't want to mess with blender.
@zeon3d7552 жыл бұрын
Could that be done on the skeleton directly?
@andrewstrapp Жыл бұрын
Hi there! How would I ago about doing this with one of my metahumans?
@nixies78 Жыл бұрын
The practise is still the same. You need to plug the code into the animation blueprint. The difference we met a humans is the animation. Blueprint is split into two parts I believe. Therefore, you would need to do it in both.
@andrewstrapp Жыл бұрын
@@nixies78 It worked! Thank you. You are correct, you just have to go through two levels of compiling before it actually applies to the metahuman.
@tech-saby3 жыл бұрын
Cool tip Edward..
@TGADB2 жыл бұрын
How we can control it from the thrid person bp??
@nixies782 жыл бұрын
What you need to do is use a variable to control the scale. Then you need to update the variable from the ThirdPersonBP.
@TGADB2 жыл бұрын
@@nixies78 a selfish request can u create a vid showing a ui slider to control these bone transformation? Like scaling head in runtime with slider im working on three game projts and having hard time as we are lacking team members. A small short video will be very helpful and I will remember your kind help I want to make a character slidrr where players vould chage shoulder length which is only possible through bone transformation .
@topg26392 жыл бұрын
Is there a way to morph all the bones at ones ie scale them all?
@nixies782 жыл бұрын
You could, but wow would this vary from scaling the whole model up?
@topg26392 жыл бұрын
@@nixies78 I want to create a growth system for my fish character, the issue is it has a physics animation thats causing the mesh to distort because it seems the armature isnt scaling with the mesh, I've tried the method shown in your video but simply increasing the scale of all bones by the same amount, but it doesnt increase them, some of them increase more than others and distort thats why I wondered if there is maybe another way to scale the bones at once.
@nixies782 жыл бұрын
@@topg2639 so in theory you only need to scale the parent bone, then all the bones below it would be relative scale to that bone. It is strange that the amerture is not scaling with the mesh. If I wanted to do this I would probably just alter the scale of the skeletal mesh in the blueprint. That way the whole thing would scale up at the same rate and I would not need to touch the animation blueprint.
@topg26392 жыл бұрын
@@nixies78 Thanks, yes I have tried the parent bone, it still distorts the mesh just like when I do as you stated just scale up the skeletal mesh in the blueprint, I have tried all methods and they work perfectly without the physical animation being enabled, the issue is just present when I enable the physical animation.
@nixies782 жыл бұрын
@@topg2639 weird. Hard to tell without looking at it to be honest. If you private message me the FBX with animations I try and have a go. However I warn you I'm crazy busy so not sure when I would be able to get back to you.