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Animation Blend Space - Character going under the ground while blending

Hi everyone !

In an animation blending space, is it possible to:

  • Select which bones will blend

  • Set some kind of weight on bones

  • Fix some bones to a defined transform

I'm trying to blend a stand and a crouch animation. The issue is that while at 50% of the blending, my character's foot are going under the ground (because of the root height being blended too), as you can see on this picture.

alt text

I'm NOT using two different state (crouch/stand), I want the character to be able to be in any of positions between the two.

Possible fix are:

  • It's possible to do one the previous point I enumerated before

  • I need to "hard animate" the crouch animation so my character will never be in the ground

  • I need to "hard code" the player Z location according to the input parameter of my blend space

Any advice ?

Thanks for reading. Best regards.

Product Version: UE 4.12
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asked Jul 06 '16 at 03:15 PM in Using UE4

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NymKappa
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I'm closing the question since it has no answer for more than 10 days. For people who are interested in the solution, my guess is that I have to use IK Body. Check this documentation link

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answered Jul 18 '16 at 11:51 AM

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NymKappa
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avatar image Katulobotomia Sep 22 '16 at 12:26 PM

Your skeleton's root bone is most likely in an incorrect rotation in the animation(s). When the animations are blended, the root bone rotates as well causing your character to sink when it blends. Check both of the animation's root bones and if they are in the correct orientation.

avatar image Reboot Apr 29 '18 at 10:17 PM

I am getting this issue on 4.19 using default mannequin when blending between idle and crouch. it seems to be related to the pelvis blending it's translation and the foot being ignored. I can reproduce the issue with a layered blend per bone, with a blend per bool or with a 1D blendspace. Anyone ever got a fix for that ? My root bones rotation seems fine.

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