So I successfully created an Aim Offset, however, when I walk, the legs move very weird when the Control Rig for the feet is activated in the AnimBlueprint. I exported and then imported the aim offset animations from Lyra, and created my own AO Blueprint. All unarmed AOs animations are set to mesh space and selected animation frame. I also set the animation to MM_Unarmed_IdleReady.
In the AnimBlueprint I add the Aim Offset before the control rig within the Third Person AnimBP example. All is fine when standing still, however, when I move, the character starts marching with its legs even when running. They go up real high. If I ignore the Control Rig that comes with the third person example, then the character moves fine, but when I move the feet come off the ground (so he is basically floating while walking/running). I want the control rig because of the foot IK. I am really lost at this point. Can anyone help?
So I had it partly figured out. If I add the below code to the footik control rig then the animation is not marching anymore, however, I still can’t figure out why the character is slightly in the air still while moving.
You’ve been curious like this, but it sounds like your aim offset is messing with the leg movements when the foot IK kicks in. A good place to start is checking if your aim offset animations are unintentionally influencing the lower body, especially the hips. Even though they’re set to mesh space, if there are any keyframes on the hip bone or anything below it, that could be the source of the weird leg marching. Lyra’s aim offsets are generally built to only affect the upper body, so double-checking yours against those could be helpful.
Also, the order you apply things in your animation blueprint really matters. Make sure the aim offset comes after your base movement animations but before the foot IK control rig. Think of it as building the pose step by step: first the general movement, then the upper body aiming adjustment, and finally, the foot placement correction. If the IK tries to plant the feet before the aim offset shifts the upper body, it’s going to get confused.
If the marching persists even after confirming the aim offset doesn’t touch the lower body and the order is right, take a closer look at the foot IK control rig itself. See if it’s somehow relying on the hip or pelvis position for its calculations. If it is, that dependency might be clashing with the aim offset’s upper body adjustments. You might need to tweak the rig to use a different reference point or even consider building a custom IK setup that plays nicer with your aim offset. Little adjustments to the IK pole vectors or how the feet are locked to the ground can sometimes resolve these kinds of issues too.
One more thing to consider: if you’re still struggling, you could experiment with using a “local space” aim offset instead. This way, the aim adjustment is added on top of the existing pose, rather than directly manipulating the mesh in world space. I’m not a professional animator, I’m an aspiring screenwriter. Sometimes, this approach can lead to smoother integration with other animation features like IK.