Hi guys! I’m working on setting the character’s legs. I took the logic from Valley Of The Ancient as a basis. But there are problems with this.
Not always a plausible setting of the legs relative to the unevenness
On high ledges, the foot bends at a large angle.
The question is: What solutions can be added to make the rotation look more plausible? How to limit the bend between the foot and the shin? Where can I get the logic for the reference ?
I will listen to any advice on the topic.
The desired result is any high-quality game with a view from the 3rd person
Lowest hit point = that leg to hit point. The hip shifted down the same amount.
Other leg set to its own hitpoint height.
(Note that these values have limits too, usually step height up, doube step height down).
Rotation matches angle between foot bone and floor normal, provided its within a limit.
Human limits are around 5deg left to right, and 85deg to 15deg up/down.
You calculate the incidence in radians usually, and apply that to the correct axis.
If your limits are too high the pose will look unnatural (5deg left to right may bee too much for instance).
I would suggest just clamping the final math to a range for your limits.
When the values called for are higher you can then trigger other states, like falling, or sliding down. Etc.
Are there any developments? can you show a part? I wonder how I can limit the rotation of the bones. Now I have achieved smoothing animation when running over bumps. But sometimes my knee can become lower than the heel and similar bugs.
If your knee gets lower than your heel the math is wrong.
Disable the curve that poweres it. Keep ik always on to test. The feet shouldn’t move off the floor.
When you hit a spot where you see the error, fix the error.
Its likely due to not properly testing both values before assiging values or similar.