Animated character bends at waist (feet come off the ground)

I have a character in an idle animation and rather than the character keeping their feet on the ground and flexing at the knees, when the knees bend they lift the feet off of the ground. Has anyone else noticed this kind of behaviour?

An ‘animation’ is really a set of vectors, per-bone, over time. The animation file tells what bone(s)/joint(s) to move how-far, how-fast. It’s all relative to the position of the mesh, so if you lined your mesh up with 0,0,0 (say you are on the floor), the animation OUGHT to line up well. If you moved your model 100 units up so it was at 0,0,100, the animations ought to play as before but offset up 100 units. The take away is that there is no awareness of collision or of lining anything up with other surfaces or meshes. Collision between things in the game-world is possible but something you tend to want to call explicitly as there is expense tied to it. And animations just-play, they only describe how the model itself moves, nothing more.

What you are looking for is something like foot-IK, where there is some post-animation math done to sense the environment and physically move the model so it’s closer to a surface. Is this correct?

There are more than a few videos/tutorials on IK systems, but here is one I grabbed: Unreal Engine, Adapting to Slopes - UE4U.XYZ - YouTube

Hope this helps.

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@Frenetic Thanks, that fixed it!

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