Skip to main content

Modify Bone Nodes

Overview

A Modify Bone node which supports bone modification in Bone Space, Parent Bone Space, Mesh Space, and World Space can control the Rotation, Scale, and Translation of a selected bone at which three operations are supported including Ignore, Replace, and Add To. Character poses can be fine-tuned to improve animation effects.

Creating Modify Bone Nodes

Right-click the blank space in the editing area to open the Node Selection panel in the Anim Tree Editor. Expand Skeleton Control, and select Modify Bone to create a Modify Bone node.

image-20230420104757467

After creation:

image-20230420110703318

Properties

The properties of the Modify Bone node are shown below:

image-20230421175611468

PropertyDescription
Bone NameSpecify the name of the bone controlled by the current node.
TranslationSpecify the translation vector of the modified bone.
If checked, this property will use the animation vector parameter, and the drop-down list will specify which parameter the parameter control amount will be obtained from.
Translation ModeModes of translation:
  • Ignore: The translation of the target bone is not modified.
  • Replace: Replace the translation of the original bone with the specified translation.
  • Add To: Add the translation vector to the translation of the original bone.
Translation SpaceSpaces of translation:
  • World Space: Modify the translation of the original bone in World Space.
  • Mesh Space: Modify the translation of the original bone in Mesh Space.
  • Parent Bone Space: Modify the translation of the original bone in Parent Bone Space.
  • Bone Space: Modify the translation of the original bone in Bone Space.
RotationSpecify the rotation angle (Euler angle) of the modified bone.
If checked, this property will use the animation vector parameter, and the drop-down list will specify which parameter the parameter control amount will be obtained from.
Rotation ModeModes of rotation:
  • Ignore: The rotation of the target bone is not modified.
  • Replace: Replace the rotation of the original bone with the specified rotation.
  • Add To: Add the specified rotation to the rotation of the original bone.
Rotation SpaceSpaces of rotation:
  • World Space: Modify the rotation of the original bone in World Space.
  • Mesh Space: Modify the rotation of the original bone in Mesh Space.
  • Parent Bone Space: Modify the rotation of the original bone in Parent Bone Space.
  • Bone Space: Modify the rotation of the original bone in Bone Space.
ScaleSpecify the scaling vector of the modified bone.
If checked, this property will use the animation vector parameter, and the drop-down list will specify which parameter the parameter control amount will be obtained from.
Scale ModeModes of scaling:
  • Ignore: The scaling of the target bone is not modified.
  • Replace: Replace the scaling of the original bone with the specified scaling.
  • Add To: Add the specified scaling to the scaling of the original bone.
Scale SpaceSpaces of scaling:
  • World Space: Modify the scaling of the original bone in World Space.
  • Mesh Space: Modify the scaling of the original bone in Mesh Space.
  • Parent Bone Space: Modify the scaling of the original bone in Parent Bone Space.
  • Bone Space: Modify the scaling of the original bone in Bone Space.
AlphaControl how much influence this node exerts on the modified bone.
If checked, this property will use the animation float parameter, and the drop-down list will specify which parameter the parameter control amount will be obtained from.

Example

Here is an example of using the Modify Bone node:

Creating Actors

Refer to the documentation Assembling Actors to create an Actor (.actor), including SK_Human_tpose and default_stand animation assets.

image-20230420155708202

In the Actor Editor, double-click the animation asset in the Action List to open the Animation Editor.

image-20230420155824942

Click File (Menu Bar) -> Create in the Animation Editor to open a window. Select AnimTree, enter a name in Action Name, and select the save path of the Anim Tree in File Path. Click Yes to complete and enter the Anim Tree Editor.

image-20230420160516654

Configuring Anim Trees

Add a default_stand Sequence Playback node and a Modify Bone node in the Anim Tree Editor.

image-20230420162908819

Add Convert Local To Mesh Space and Convert Mesh To Local Space nodes. Right-click to open the Node Selection panel, and select to add Convert Local To Mesh Space and Convert Mesh To Local Space nodes under Space Conversion.

image-20230420164038787

Link the five nodes in the Anim Tree together as shown below.

image-20230420164212349

Select the Modify Bone node, and modify its properties in the Property Window as follows:

image-20230421175907647

PropertySetting
Bone NameBip01 Head
Rotation-40,0,0
Rotation ModeAdd To
Scale1.5,1.5,1.5
Scale ModeReplace

Click the Apply button, and then you can see in the Preview window that the character's head is scaled 1.5 times larger and 40 degrees upward.

image-20230421093702100

Click the Save button after completing.

image-20230421114649348

Viewing the Effect in the Level

Click Resource Detail and set the Default Action to Anim Tree modify_bone_tree in the Component Editor. After setting, click Save.

image-20230421131835384

Drag the created Actor into the Level. The effect is as shown below:

image-20230421132402318