Full Body IK Node Lifting and Tilting Character Forward

Hi All,

Was wondering if any expert can point me to the right direction in solving an issue I’m currently facing.

After retargeting animation to a character, whenever I enable Feet IK in the ABP, the character is lifted off the ground, legs bend, and tilted forward as shown in the character on the left.

If Feet IK is disabled in the ABP, the character behaves as intended as shown in the character on the right.

I’ve isolated the issue through connecting and disconnecting nodes in the Feet IK control rig, and identified Full Body IK as the culprit.

So long as the nodes are connected to Full Body IK, the character will automatically lifted off the ground, even if it is the only node connected to Forward Solver.

Was wondering what is the issue causing this and if anyone can shed some light on this would be awesome.

Thank you.

Hey @JK_Peng!

So we can help you more easily, can you bring back:

Your Feet IK settings as a screen snip
Another snip of the ABP showing how and where the IK is set up
Any other snips of code you feel is relevant

Chances are, this is simply some settings. It’s for sure an issue of detecting the ground vs feet height.

I wonder, is it because of the heels? Maybe try the same ABP on a character with flat shoes/bare feet?

Hi @Mind-Brain,

Thank you for responding and your kind assistance.

Basically, the feet IK is from the ACF plugin, which to my limited understanding, uses the same/similar coding from the 3rd person template?

Screenshots are as follows:

Character ABP

IK Layer ABP

Feet IK Control Rig

Foot trace from the Feet IK Control Rig.

I tried retargeting again with various settings, but the result is always the same.

Any pointer on where to look would greatly help.

Thank you.

I’ve also tried a character with heel - Paragon Countess - and the feet ik works without any issue with the same abp and feet ik control rig. Other flat shoe characters has no such issue as well, only this character.

That’s because they are made differently.

The initial “heels" suggestions is right on spot. You can tell by the fact it leans forward.

Simply cut the chain setup of the IK node down a notch. And remove the toe bits/adjustments if any are present in the IK system.

Or - export the character and replace its skeleton to the stock ue4 one. Then delete the skeleton and re-import in engine creating a new one. It should then just work…