I’m tempted to switch back to this method in wheelz2, though it is nice to be able to get off the bike, it is by no means a core part of the gameplay. In the animation BP - I strongly recommend setting some “default/testing” values - so you can better know if it is your IK setup at fault, or the data you are feeding it.įWIW - to transform the IK targets into the correct space for the skeletal mesh, I get their world transform, then subtract the skeletal meshes position, and apply the inverse of its rotation (i’m tempted to watch the video you linked to see if they have a better method)Īs for physics being broken when you mount the vehicle - first off, do you really need to have your character off the bike? Everything (including the IK) is much easier if there is just one actor. I use FABRIK to attach the neck/head to the spine target, and two-bone IK for the rest. Please do post screenshots of your animation BP and I may be able to give you some better information - a video of the current state of affairs would be handy/fun too Your screenshots of “broken” IK all look cheerfully familar, I’ve had my mannequin fold up in very similar looking uncomfortable poses
Word of warning, I just muddled through my IK setup with trial/error/intuition - my setup is probably not optimal. Heyah! Good questions I should be in a good position to give some answers, working on a very similar setup in wheelz2.