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IK foot rotation out of whack

Hello,

I've got a bit of a problem getting my character's IK feet working correctly. I am using the advanced locomotion system from the marketplace. It's more or less working the same way most IK systems work. It's running line traces and adjusting the z position and clamped rotation on the foot bones. However, when I turn the IK on for my custom character, it rotates the feet in really odd directions. As seen here (toggling IK on and off)

https://imgur.com/x53QKVd.gif

He walks around and his leg movement and foot height all look correct to me.

https://imgur.com/YT7QkSC.jpg

But the feet are stuck like this. I tried adding offsets to both where it sets the foot rotation variables, and where it applies them, and while it does manipulate their rotations, it's wildly unpredictable and they never solve correctly, they just jitter around. Also, when I ragdoll the guys, the feet bones fly off somewhere and their legs stretch out to infinity.

At first, I suspected something was wrong with my skeleton and I went back to maya. I noticed that the foot IK bones had some rotations on them that actually seemed to match the strange orientation of the feet you see here. I zeroed out the IK bone rotations and exported a new skeleton to unreal, but it still has the exact same problem. My character's skeleton is a seemingly 1:1 heirarchy with the example skeleton that works flawlessly. The only difference being that my character has facial controls. Any input or tips for where to dig further would be much appreciated.

Product Version: UE 4.18
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asked Jan 29 '18 at 06:53 PM in Using UE4

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cpenny20
5 3 7

avatar image jetty2192 Sep 10 '18 at 06:13 AM

facing the same issue :(

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