I tested it by placing default stairs and a ramp in a standard GASP.
While going uphill, the ramp behaved normally, but on stairs, the footplacement pulled the entire character downward.
1.Ramp,work fine.
[Image Removed]
2.stair
[Image Removed]
I tested it by placing default stairs and a ramp in a standard GASP.
While going uphill, the ramp behaved normally, but on stairs, the footplacement pulled the entire character downward.
1.Ramp,work fine.
[Image Removed]
2.stair
[Image Removed]
Hey there,
Apologies for the delay in a response. Yes, this happens for a few different reasons, and there are a couple of options that I recommend. First, you can mitigate some of these issues with the stiffness and offset settings for the pelvis, but the problem is that the system exists on the plane of the capsule. As the capsule translates to a new step, the foot will not attempt to reach a lower height as you increase the stiffness.
1: The primary recommendation we make is that you create a simplified plane that is just under the stairs as your main simplified collision, similar to your slope, and then have the stair mesh be the complex collision. In your foot placement node you enable trace and set the complex trace channel accordingly.
2: You can do more complex setups in control rig now matching similarly to what the footplacement node does, but you can also account for the interpolation of the stair heights a bit differently. The benefit of this approach is that you can fully tune how the character reacts to your world and world art creation style while also being able to handle more complex interactions.
Dustin
Thanks for your reply, Dustin. Our production scene is a simple slope with complex collision, and the effect is indeed fine. The problem is that during the test level, the artist didn’t have time to create simple collision when building the level model, so the character running on it looks a bit strange. Adjusting the spring stiffness and damping to slow down the legs from dropping so quickly does solve this problem.
I’ll look into option 2 more closely. It sounds similar to “Fitting the World”; I need to predict the next landing point in the forward direction.