how do you guys handle with character down animation on ground that is not flat

i mean if you don’t use ragdoll there is gonna be clipping issue right?

can you show me someways to fix it if you have idea?

Can you post some images of what is happening and maybe some code too?


here there is clipping
i know ragdoll will fix this but is there other way?

You could use control rigs :innocent:
Just like you said, if you’re not using ragdolls, meaning the mesh isn’t set to be affected by it’s surroundings at all times, you’ll need to use control rigs and line traces to determine how bones react on different surfaces. You can set up IK feet for your character to make them not clip on ramps but rather align themselves to the ground. And you can use IK hands to make them touch the wall, by making your character break it’s arms accordingly when they’re too close to a wall. These were just some classic examples but you can set up control rigs, or more specifically IK mechanisms to other parts of your character as well! But note that you would need to set different IK goals for different scenarios, like you would need to enable a different IK feet logic (basically the same one but with some adjustments) while the player is crouching if you want the feet to be aligned with the ground properly while crouching as well. That also means that these IK logics you’ll set up won’t work as intended while some animations which are not designed for those are playing, such as the one in your image. If you don’t want to overcomplicate things, you can actually try smoothly transitioning to a ragdoll when the character gets defeated and needs to be dropped on the floor, which is what’s happening in your image I believe. Or is that a push up animation or something? If that’s the case, you could set up control rigs for the character’s hands and feet to be aligned to the ground for animations similar to that position because like I said, they should be seperate than what you’d wanna enable during the ground movement. Hope this helps! :blush: