I have started testing the new animation warping features in UE5, I started by using the third person template and followed the docs to implement the Pose Warping function in the ABP.
I got it working pretty good with the default animations but wanted to make a walking backwards animation, so I used the control rig to create a new walking backwards animation sequence and applied it to the blend space.
But when I play in game the feet don’t move when it plays the walking backwards animation, However if I bypass the pose warping nodes in the ABP (specifically the Leg IK node) then my animation plays correctly.
I can’t work out why it isn’t working can anybody point me in the right direction? I assume its to do with the IK control rig used to create the animation?
So after a bit more investigation in the Blend Space View I can see the ik_foot_l and ik_foot_r bone don’t move with the foot on my animation but it does with the default animations.
I used the CR_Mannequin_Body Control Rig to create my animation. Is that not what I should have used? I really would like to understand how I can make new animations that work with the default third person template in editor if possible
So really does look like the problem stems from the fact that when baking the animation from the control rig sequence it doesn’t apply the transforms to the ik bones? Anyone know how I can get the foot IK bones to bake out in the position of the foot bones?
So I was able to solve my problem by adding the following nodes to the CR_Mannequin_Body Control Rigs Blueprint after all other nodes from the Forwards solve entry pin. Basically it just copys the location of the foot bones to the ik_foot bones.
The problem is from the basic foot IK of unreal engine sample project and animation baked from control rig that you use with sequencer.
In the control rig, there nothing call foot_IK_l and foot_IK_r, and anything that related to IK. So basically, when you bake an animation from control rig, there are no IK bones recorded into the animation but the “Basic Foot IK” from the sample has its identity and makes its adjustment of all the IK bones following along with the mesh of the animation.
From there we can go into 2 solutions:
Add/Copy IK bone into ‘Full Body IK’ Blueprint from the sample project and create a few functions for the IK bones to follow the mesh, then rebake the animation again and you will have the IK bones follow the mesh, and match with the ‘Basic Foot IK Sample’
Goes into Foot IK blueprint and makes a few adjustments, replacing the deprecated ‘sequencer’ with the new one, then from the first note of the sequence, you need to copy the position and rotation of the IK to match with the mesh. Then follow up with other sequence functions. (This is much more easy way to do it! You don’t need to mess with the crazy things of Full body IK blueprint!)
Note that both of them will have some problems cause the foot IK gives the wrong position of the knees direction, this is caused by the basic foot IK blueprint not fitting with the animation that you created!