5:00 I said Virtual Bones but what I meant to say is IK Bones. If the IK Bones are not constrained then they won't follow the feet and when you use Foot IK with those as the target they will prevent the feet from moving.
Dude you are a legend, i was having problems with my custom 3d character that uses the same manny rig thanks to blender autorig pro and the feet were not moving from the floor, the rest of the animations were playing correctly but my character was sliding, after hours of researching i found your video and created the virtual bones, it works like a charm now! Thank you!
i got the other way around, after applying the changes, the feet dont move, BUT they do sloping and raising the feet... What am i missing? THIS video has saved me alot of looking around but still having the "sliding along the floor while raising my feet along the ramps" lol
Just a warning for those in 5.4 - I have used this in a project today and compiling the animation blueprint with the plugin enabled and the new nodes bricked the project, unable to launch unable to edit. Fortunately I'm running revision control but for those who aren't this could be a bit of an issue.
Thanks, I believe that they did something to Foot Placement that completely broke them. I haven't personally been able to get it to work so I am thinking one of the HotPatches they released may be responsible.
Hi DevOP, great video and tutorial on the foot placement. I am currently developing a VR full-body tracking system in UE5.3. I am using control rig to receive the trackers' transform to do the tracking. What I want to do next is make sure the character's feet are on the ground (currently they are floating a little bit). Then, I found your this video and I tested it this morning. But It failed. I plugin the foot placement and Leg IK nodes after my control rig (for body tracking) node. But the feet are fixed at the player start location. Before I also tried to plugin in the CoontrolRig Foot Node from Mannequine to test. So it is still the same issue. Do you have any idea how can I fix it based on your method? Any suggestions would be great!
Yeah so I believe right now in 5.4 the Foot Placement node may actually be broken, I haven't been able to get it to work either. I think they may have tried to make changes to it in order to adapt it to the new method they release with the Game Animation Sample Project (Offset Root Bone) and in doing so actually broke it. If your using 5.3 and it's doing that though then it could likely be do to something else. Have you tried it in the 5.5 Preview? I haven't tried it in 5.5 Preview to see if it's fixed. I have a Discord in the description you can join if you want to talk about this further.
Cannot find the "Foot Placement" node anywhere in Skeletal Controls. So annoying... EDIT: Nevermind... for anybody with the same issue... just enable the 'Animation Warping' plugin!
At around 10:32 you can see how quickly the leg just snaps to the new position. Do you know what settings in the Foot Placement or Leg IK node control that speed? I've tried messing with everything under the "Interpolation Settings" section but it seems no matter what I can't smooth that out. It's pretty jarring when running over bumpy surfaces (like running over that less steep ramp by the circular column in the starter level).
I am trying to setup Foot Placement for my project, but when I connect it (and give correct bones to settings) it lowers my mesh underground somewhere around knee on the ground. Is there any idea why?
Also new bug - FootPlacement make legs flickering - if character stay on place all fine, if runining - bone leg in on position - next frame angle very different and leg just a teleport to a different angles and again and again. Looks a broken. I think need add some smooth param if character movement.
I have seen some oddities lately but wasn't sure what was causing that, it's possible that they caused that when trying to add support for Motion Matching. Make sure though that there is nothing on the character or that the character isn't holding something that is blocking the visibility channel though, because I believe by default that is what the Foot Placement uses for finding the ground and it will cause the foot to hop around while running.
I dunno why but my foot if this enabled move a little bit undergroud. Its possible add vertical offset for foots? Its contains 100500 settings but i not find this. (With control rig i just add +7 to offset value and this looks much better, but with Foot Placemenet i dont know where i can add offset)
Yeah there is a setting under Trace Settings called Max Ground Penetration. By Default it's set to 20 centimeters which gives it a good bit of overlap causing it to look like your sinking into the ground.
@@unrealdevop Thanks. But i check all values in Max Ground Penetration its not change anything for me. I change Base translation delta - its make foot up, but it make fly effect, forward part of foot still try move to under floor. P.S.: i have some bad solution, but its works: I add ConrolRig node after FootPlacement, and in ControlRig just add foot height with modify transforms.
@@DimitryArsenev Yeah idk what you could be doing wrong, I've never had any issue's setting it up except when they broke it in an update. They have made some changes to it so maybe that has something to do with this.... You should know that this is not meant for climbing ladders. I keep getting people that want to use it for climbing ladders and it's not designed for that. It's designed for Landscapes and solid surfaces, but it should work fine on concrete steps too. If your trying to use this on CUSTOM stairs then it could be that it's not blocking a channel that is required for the Foot Placement to see the stair.
@@DimitryArsenev might check your surfaces COLLISION Settings. Foot Placement is running a Line Trace......if your Collision DOES NOT BLOCK that Trace Channel.....the Foot Placement WILL NOT SEE YOUR SURFACE. Just trying to make that clear lol...
@@unrealdevop Oki i check collisions later. But foot placement works fine - its up legs if need or down, usually make good angles, but foot a little bit under floor on typical landscape. I check on another map with another character, Max Ground Penetration and others values not increase foot height. With logic from Manny by ControlRig its too make foot under floor with my custom character (with UE manny its okay), but with ControlRig i can add some constant fix value for foot Z axis.
Uhh... its really insane hard. If i set pelvis offset to 0 its not stretch to tall but... (i think its not worked with 0 offset) Also my character have sub mesh for shoes - this mesh no have affect - my foots have effect on ladder, my shoes in other position without foot placement.
It shouldn't be doing that, it may be that your custom character's leg bones are inverted from what most characters are setup with. There should be settings in there that allow you to change the axis that dictates the forward direction for the legs. I think by default it might be X, but I would have to open up a project and look.
Yeah it's one of them things with basically no documentation so it's difficult to assess what the purpose of some of that stuff is for and would require time reverse engineering it. I'm just really busy at the moment but it is something I'm interested in learning more about.
5:00 I said Virtual Bones but what I meant to say is IK Bones.
If the IK Bones are not constrained then they won't follow the feet and when you use Foot IK with those as the target they will prevent the feet from moving.
This video saved my marriage and cooked me dinner.
Seriously though this was really useful
Lol, glad you found it helpful.
Dude you are a legend, i was having problems with my custom 3d character that uses the same manny rig thanks to blender autorig pro and the feet were not moving from the floor, the rest of the animations were playing correctly but my character was sliding, after hours of researching i found your video and created the virtual bones, it works like a charm now!
Thank you!
i got the other way around, after applying the changes, the feet dont move, BUT they do sloping and raising the feet... What am i missing?
THIS video has saved me alot of looking around but still having the "sliding along the floor while raising my feet along the ramps" lol
Thanks for this amazing tutorial!
Yeah no problem
Just a warning for those in 5.4 - I have used this in a project today and compiling the animation blueprint with the plugin enabled and the new nodes bricked the project, unable to launch unable to edit. Fortunately I'm running revision control but for those who aren't this could be a bit of an issue.
Thanks, I believe that they did something to Foot Placement that completely broke them. I haven't personally been able to get it to work so I am thinking one of the HotPatches they released may be responsible.
Hi DevOP, great video and tutorial on the foot placement. I am currently developing a VR full-body tracking system in UE5.3. I am using control rig to receive the trackers' transform to do the tracking. What I want to do next is make sure the character's feet are on the ground (currently they are floating a little bit). Then, I found your this video and I tested it this morning. But It failed. I plugin the foot placement and Leg IK nodes after my control rig (for body tracking) node. But the feet are fixed at the player start location. Before I also tried to plugin in the CoontrolRig Foot Node from Mannequine to test. So it is still the same issue.
Do you have any idea how can I fix it based on your method? Any suggestions would be great!
Yeah so I believe right now in 5.4 the Foot Placement node may actually be broken, I haven't been able to get it to work either. I think they may have tried to make changes to it in order to adapt it to the new method they release with the Game Animation Sample Project (Offset Root Bone) and in doing so actually broke it. If your using 5.3 and it's doing that though then it could likely be do to something else. Have you tried it in the 5.5 Preview? I haven't tried it in 5.5 Preview to see if it's fixed. I have a Discord in the description you can join if you want to talk about this further.
@@unrealdevop Thanks! I would like to join, but recently I don't have time to test it in 5.5 preview
@@gavinxu1622 I'll test it later today and get back to you.
Cannot find the "Foot Placement" node anywhere in Skeletal Controls. So annoying... EDIT: Nevermind... for anybody with the same issue... just enable the 'Animation Warping' plugin!
Awesome. Subbed.
Appreciate it, thanks
At around 10:32 you can see how quickly the leg just snaps to the new position. Do you know what settings in the Foot Placement or Leg IK node control that speed? I've tried messing with everything under the "Interpolation Settings" section but it seems no matter what I can't smooth that out. It's pretty jarring when running over bumpy surfaces (like running over that less steep ramp by the circular column in the starter level).
Actually no, I'm not sure about that and I guess I never noticed it either. I wonder if the Mode you set it to plays a role in that as well though.
I am trying to setup Foot Placement for my project, but when I connect it (and give correct bones to settings) it lowers my mesh underground somewhere around knee on the ground. Is there any idea why?
You can join the Discord and show me in there, I'm not sure what would cause that.
Also new bug - FootPlacement make legs flickering - if character stay on place all fine, if runining - bone leg in on position - next frame angle very different and leg just a teleport to a different angles and again and again. Looks a broken. I think need add some smooth param if character movement.
I have seen some oddities lately but wasn't sure what was causing that, it's possible that they caused that when trying to add support for Motion Matching.
Make sure though that there is nothing on the character or that the character isn't holding something that is blocking the visibility channel though, because I believe by default that is what the Foot Placement uses for finding the ground and it will cause the foot to hop around while running.
awesome video! I am trying to write a project to make stairs better. I do believe this helped!
I dunno why but my foot if this enabled move a little bit undergroud. Its possible add vertical offset for foots? Its contains 100500 settings but i not find this. (With control rig i just add +7 to offset value and this looks much better, but with Foot Placemenet i dont know where i can add offset)
Yeah there is a setting under Trace Settings called Max Ground Penetration. By Default it's set to 20 centimeters which gives it a good bit of overlap causing it to look like your sinking into the ground.
@@unrealdevop
Thanks. But i check all values in Max Ground Penetration its not change anything for me.
I change Base translation delta - its make foot up, but it make fly effect, forward part of foot still try move to under floor.
P.S.: i have some bad solution, but its works:
I add ConrolRig node after FootPlacement, and in ControlRig just add foot height with modify transforms.
@@DimitryArsenev Yeah idk what you could be doing wrong, I've never had any issue's setting it up except when they broke it in an update. They have made some changes to it so maybe that has something to do with this....
You should know that this is not meant for climbing ladders. I keep getting people that want to use it for climbing ladders and it's not designed for that. It's designed for Landscapes and solid surfaces, but it should work fine on concrete steps too.
If your trying to use this on CUSTOM stairs then it could be that it's not blocking a channel that is required for the Foot Placement to see the stair.
@@DimitryArsenev might check your surfaces COLLISION Settings. Foot Placement is running a Line Trace......if your Collision DOES NOT BLOCK that Trace Channel.....the Foot Placement WILL NOT SEE YOUR SURFACE.
Just trying to make that clear lol...
@@unrealdevop
Oki i check collisions later. But foot placement works fine - its up legs if need or down, usually make good angles, but foot a little bit under floor on typical landscape.
I check on another map with another character, Max Ground Penetration and others values not increase foot height.
With logic from Manny by ControlRig its too make foot under floor with my custom character (with UE manny its okay), but with ControlRig i can add some constant fix value for foot Z axis.
On ladders this stretch my Character and make very tall, possible why?
Uhh... its really insane hard.
If i set pelvis offset to 0 its not stretch to tall but... (i think its not worked with 0 offset)
Also my character have sub mesh for shoes - this mesh no have affect - my foots have effect on ladder, my shoes in other position without foot placement.
Yeah I believe this was mostly meant for general surfaces not things like ladders or wall climbing.
how to avoid knee bendiing backwards?
It shouldn't be doing that, it may be that your custom character's leg bones are inverted from what most characters are setup with. There should be settings in there that allow you to change the axis that dictates the forward direction for the legs. I think by default it might be X, but I would have to open up a project and look.
Another more in depth video about the settings would be appreciated!
Yeah it's one of them things with basically no documentation so it's difficult to assess what the purpose of some of that stuff is for and would require time reverse engineering it. I'm just really busy at the moment but it is something I'm interested in learning more about.
@@unrealdevop ya crazy how there's basically no documentation. Hope you're able to return to it at some point 👍
@@EjayDjay98 Yeah I plan on doing that eventually.