How to lock feet on the ground when working with Sequence

Hello, I am quite new and I have a problem when working with Sequence. I use UE to make 3D animated videos, I import the animation from Blender. But when making the video, The Animation does not follow the terrain, so the character is floating when running. How can I make it always on the ground ??

In Blender, I can do it with shrinkwrap modifier and walk on path. But I don’t know how to do it in UE. Especially I am not making games, so I don’t use RealTime and don’t control the character.

Hello,

A quick solution would be to call a pathing function from the Sequencer.

  1. Create a function that directs your character where to go in Blueprints.
  2. Add an event to the Sequencer timeline.
  3. Quickbind that event to the Blueprint’s function.

I’m not sure if the Sequencer can handle CAPSULE behavior. I think it can, but I haven’t learned how to do it yet (low on the to-do list, at the moment).

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The character animation include the root position, because the animal walking speed is not always constant and change with pace. I make animation from Blender because I used to it.

Is there anyway to effect the Z-Aixs only ???

And blueprint, can you help me create it. As someone goes from Blender, Blueprint is the hardest part for me

I don’t understand what you mean.

Oh boy. There’s a ton of information you need to know beforehand. You need to create an AI Controller that can take control of the character. Then you can use a NAVMESH to allow Unreal to know where the player can and cannot go. Then you can use the SimpleMoveTo function.

AMENDMENT:

By the way, I forgot to ask, are you animating the MESH in the Sequencer or the CAPSULE_COMPONENT? If it’s the MESH, then you may want to add the CAPSULE instead.

As I said, I made animation from Blender and exported it via Mesh & Skeleton. And I don’t control the character, it moves with animation in Sequence.

This is too direct. I won’t take it personally, but others could.

Anyway, you misunderstand me. I thought you already converted your actor’s class to CHARACTER. The CHARACTER class has a capsule component that simulates gravity, keeping the actor on the ground. If you do not have this, then there’s nothing telling Unreal that the actor should be treated as such.

You need to convert your actor to a Blueprint, then change its class.

Then when it’s in the Sequencer you animate its capsule component, not its mesh.

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Oh thank a lot and sorry, the deadline is close and I am a little too impatient.

So, I need to change Skeleton Mesh into CHARACTER class, input it into Sequencer, and keyframe it.

but i don’t want to make that complicated. Can we use the mesh instead ? There is a feature in 3D viewport called “Snap to surfaces” and I find it work very well. I also success when making collision with Mesh instead of Actor ? Is there other way easier ??