Additive pose causes my characters feet to wobble
One of the things that irks me most in character animation is when feet wobble when they shouldn't and look floaty, and it seems that the additive Blendspace I'm using is causing my feet to do just that which is frustrating. (Blendpsace is required for my purpose, can't use aim offset use additive of poses separately or any other workaround. Also for testing purposes I've tried just having one pose as a direct additive and that makes the feet wobble too).
Even though I'm just using the Blendspace additive to make offsets to my characters idle position which aren't animated it causes the characters feet to wobble. I've tried ticking/unticking options like looping interpolation, swapping bone translation re-targeting, etc, but nothing seems to solve the issue. Is there some backend that's forcing additive poses to interpolate/smooth tween frames that's causing the feet to wobble?
I'd greatly appreciate a solution as the animation looks awful and broken with the feet floating about wobbling like that.
asked Jun 16 '14 at 07:28 AM in Using UE4
I completely understand your frustration with swimmy feet. Unfortunately, because the skeletal hierarchy is basically pure FK by default, it happens fairly often (just imagine how hard it would be to lock a character's feet down in Maya or Max if the legs were FK). There is, however, a really easy solution: use UE4's two-bone IK. Documentation here: LINK.
FYI, at Epic, we include extra bones for IK in the skeletal hierarchy, which are children of the root and are constrained to the foot (and hand) bones in Maya. We then use those bones as the End Effectors in the two bone IK setup in UE4. Take a look at the skeletal mesh in the Third Person Template to see an example hierarchy w/ IK bones and there are several examples of IK setups on AnswerHub, in the animation demolet, etc.
Just yell if you have any other questions.
answered Jun 16 '14 at 12:10 PM
Ray Arnett STAFF
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