How to properly blend different Idle Stances into a full-body skill animation without foot sliding?

Hi everyone,

I’m trying to understand the recommended workflow for blending a character’s Idle Stance into and out of a full-body skill animation when the poses have different foot placements.

For example, imagine the character’s Idle Stance is slightly asymmetrical:

  • the body is slightly turned;
  • one foot is positioned differently from the other;
  • the stance is not perfectly symmetrical.

The full-body skill animation, however, starts at Frame A with a more symmetrical casting stance where the feet are closer together.

At the end of the skill, Frame Z also doesn’t necessarily match the character’s Idle Stance.

Conceptually, the transition is:

Idle Stance → Frame A → Skill Animation → Frame Z → Idle Stance

I’m currently playing the skill through an Animation Montage with standard Blend In/Blend Out.

The blend itself is smooth for the upper body, but because the foot positions are different, Unreal interpolates the legs and feet between the two poses. As a result, the feet visibly slide/translate across the ground both when entering and when exiting the skill.

The skill needs to remain full-body, because the animation intentionally contains movement of the pelvis and legs. Therefore, simply using an Upper Body slot / Layered Blend Per Bone and keeping the legs in the Idle animation would remove part of the intended animation.

My bigger concern is scalability. In the future, I may have multiple characters or races using the same skill animation but with different Idle Stances. Ideally, I would like the same skill animation to transition naturally from different idle poses rather than having to create a separate version of the skill for every Idle Stance.

What is the recommended Unreal Engine workflow for this situation?

Is there a way to procedurally adapt the transition while keeping the feet planted, for example using Foot Locking, Control Rig, IK, Pose/Motion Warping, transition poses, or another animation system, and then release the feet once the actual skill animation needs to move them?

Or is this fundamentally an animation-authoring problem, meaning that if Frame A / Frame Z have significantly different foot placements from the Idle Stance, the proper solution is to create/re-record dedicated transition animations or different versions of the skill?

In other words, I’m trying to determine whether Unreal can reliably solve:

different Idle Stance → common full-body skill animation → different Idle Stance

without visible foot sliding, while preserving the original leg animation of the skill.

Any advice on the recommended approach, especially for a game with multiple character types sharing skill animations, would be greatly appreciated.

It’s got nothing to do with Unreal or Epic for once.

You just have to create a transition animation that gets you from the various idle positions into the skill or whatever it’s called.
Then obviously you need to use that specific animation by selecting it based on the idle the character is in.

Not sure why you didn’t consider that given the rest of your post.