How to get custom animation to work with CR_Mannequin_BasicFootIK?

I change the Blend Space for normal walk from the usual “MF_Walk_Foward” to a custom animation and as seen in the video the legs don’t move.

I found it has something to do with the CR_Mannequin_BasicFootIK that seem to adjust the foot to the ground and if I remove that last step (step 5) my custom animation plays ok but her foot not longer auto adjust to the ground.

How can I make my custom animation work correctly with CR_Mannequin_BasicFootIK ?

In fact even if i chnaged the idle animation the feet still get stucked. I even tried to copy all the propetied from the default animation inlcuding the L and R marker and it still don’t work

  1. Rigging Compatibility: Ensure that your custom animation is rigged and weighted to match the CR_Mannequin_BasicFootIK rig, including bone structure and naming conventions.
  2. Foot IK Setup: Modify or match the custom animation’s foot IK setup to the CR_Mannequin_BasicFootIK system to maintain proper foot positioning.
  3. Animation Blending: Use animation blending techniques, like retargeting or blending trees, to seamlessly integrate your custom animation with the CR_Mannequin_BasicFootIK animations.
  4. Testing and Adjusting: Test your custom animation within the game engine, and make adjustments as needed to achieve a natural and consistent look when combined with CR_Mannequin_BasicFootIK.
  5. Documentation: Keep detailed documentation of your changes and processes to ensure smooth collaboration and future reference.

Thanks!

That quite a lot to do, may take me a long while to figure them all out. But thanks to you I do have a starting point to check.

I see what you did there…