This article mainly focus on some tool-tips you might encounter while doing some animation development. And I will keep updating this article from time to time.
If you have your own Animation Node and find it not evaluate your input data?
Update_AnyThread function, be sure to call:
Caution: This shall cost some performance!
Bone hierarchy is an array-based tree. Thus if you want to convert all bone to local space, be sure to traverse from end to the beginning.
Well… at lease not in 4.20
TMap causing crash when hitting compile button or save.
FCSPose<PoseType>::LocalBlendCSBoneTransforms function. There is a Parents before Children order check in this function.
As a result, do add following code to the end of your function: