You can use the Transform (Modify) Bone Animation Blueprint node to transform (Translation, Rotation, and Scale) a specified bone.
After selecting a bone to control with the Bone to Modify property, you can select the kind of transform mode within the Translation, Rotation, and Scale property sections. Here the character's upperarm_l
has been selected and additive transforms are being made using the controller in the viewport.
The Transform Bone node operates within Component Space, so a space conversion will need to occur to implement the node within your character's Animation Blueprint.
Property Reference
Here you can reference a list of the Transform Bone node's properties.
Property |
Description |
---|---|
Bone To Modify |
Select a bone from the character's skeleton to control with the Transform Bone node. |
Translation |
Control the translation of the selected bone. By default the translation coordinates are controllable in the AnimGraph. With the Translation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing translation on the bone, Replace Existing to replace any translation on the bone with the translation the node is performing, and Add to Existing which will add the Transform Bone's translation to any existing Translation on the bone. You can also set the Translation Space of the node to control the space the translation is applied. You can set the following options:
|
Rotation |
Control the rotation of the selected bone. By default the rotation coordinates are controllable in the AnimGraph. With the Rotation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing rotation on the bone, Replace Existing to replace any rotation on the bone with the rotation the node is performing, and Add to Existing which will add the Transform Bone's rotation to any existing rotation on the bone. You can also set the Rotation Space of the node to control the space the rotation is applied. You can set the following options:
|
Scale |
Control the scale of the selected bone. By default the scale coordinates are controllable in the AnimGraph. With the Scale Mode property you can set the node to Ignore the modifications made by the node, retaining any existing scale on the bone, Replace Existing to replace any scale on the bone with the scale the node is performing, and Add to Existing which will add the Transform Bone's scale to any existing scale on the bone. You can also set the Scale Space of the node to control the space the scale is applied. You can set the following options:
|