I have been setting up characters using Control Rig at runtime and noticed that when using Full-Body IK, the character doesn’t seem to fully reach the positions inputted into the Full-Body IK node. (Work done in UE5.5)
Separately, I had been watching Jeremiah’s breakdown of Echo’s setup during the [Motion Warping and Full-Body IK | Inside Unreal] streaming (https://www.youtube.com/watch?v=SM_AR-oZ-1k) and decided to downloaded the [WindwalkerEcho] project to study it. (Tested in UE5.2)
As you can see in the attached image, I noticed the same behavior happening with Echo, which didn’t seemed to be happening in Jeremiah’s demo in the Youtube video.
Notice in the upper image how, when the Full-Body IK node is ON/used the back/right foot is slightly above ground, not reaching its goal (the little green box).
However, if I remove the Full-Body IK node from the solve (lower image), as Jeremiah explains in the video, the Pelvis is properly lowered so that the lowest of both feet, here the back/right foot. reaches the ground (its target).
From the explanation in the video, the expected result would be, when using Full-Body IK, a pose similar to the lower image but with the front/left foot raised to ground level.
Any idea why this is happening and how to solve the issue would be very appreciated.
With that current behavior it makes it difficult to use the Full-Body IK.
I managed to go around it by forcing the Pelvis to the desired position a second time, after the Full-Body IK, and applying and second/regular IK on the feet but it seems like a waist of processing.
Thank you very much in advance for your help.