I’m a beginner in Unreal Engine, and I’m currently building a locomotion system. I’m struggling with foot sliding because In-Place animations don’t have actual displacement.
How can I accurately calculate or find out the intended “reference speed” (m/s) for these animations? I’m currently using Paragon animations for my project. Since they are In-Place, I’m not sure how to match my character’s movement speed to the animation playback to make it look grounded.
Is there a standard way to measure this, or do Paragon assets have this data hidden somewhere?
Any help or tips would be greatly appreciated! Thanks!
Good day! One way to measure this is to calculate the foot position using animation curves. You get the root’s world position, start the animation, start the capsule’s movement with increasing speed, and read the curve data. At the moment the curve shifts (the foot touches the surface), you get a vector from the initial root position to the foot. The delta time in the division operation will yield the velocity. You then adjust the capsule’s speed.
Hey there @Ruaaaaaaaaa333! Welcome back to the community! I agree with Whois here, animation curves are what were used initially for the Paragon characters. Though a more modern approach would be using Stride Warping, but you’ll have to modify some of the current Paragon animation setup for it.
Showcase/minor technical breakdown here starting at 26:41 where they show the animation curves and talk about the foot placement for one of the Paragon characters: