Created a Blendspace to make a strafe based movement like this imgur.com/a/ fRahhrl
But then I get feet stuck to the ground, the rest of the body perform the animation but the feet doesn’t.
Someone told me and made me notice the IK bones (these connecting both hands with the right feet then to the root bone are completely disjointed when playing the different walking/running animations that are not the default UE5 ones and that a way to fix this is to disable IK altogether, which I don’t want.
I don’t even know if this is normal, I would’ve assumed it is since these Mixamo animations don’t account for these extra bones.
But there’s the elephant in the room, even Epic’s own Animation Starter Pack doesn’t work at all, I face the exact same issue, and considering the IK rigs for the UE4 Mannequin and the IK retargeter from that character to UE5 Manny are already done for the 3rd person template, I don’t really know what to do imgur.com/a/ VCdUQIR
The only animations that worked were the Lyra ones I extracted from that project, because they were natively made for the new UE5 skeleton I assume, and even these have their own batch of issues (sigh).
What can I do to fix the feet animations without compromising anything?
That definitely is strange. A few questions to get things started:
Would you mind sharing your IK rig and solver settings?
Are you using the UE4->UE5 solver?
Have you altered the IK bone solvers at all?
Do the animations look normal by themselves?
The starter animations should work natively out of the box when retargeted, so I don’t think it’s your animations so you can at least rest easy on that. Example:
Any additional changes you have made or information you can provide will go a long way in solving your problem!
No idea what you mean specifically, I know I’m using the RTG_UE4Manny_UE5Manny IK retargeter that comes by default with the 3rd person template to export the Animation starter pack animations, I have changed nothing on these files other than clicking on the button “Export selected animations”
Looks like you have done everything right so far, which makes this super strange. This may be an issue with your layered blends then. Would you mind sharing how you set those up?
So far looks good, we will get to the bottom of this!
Not gonna lie, I’ve been trying to fix this myself for a month and reaching for help everywhere (except here, this was my last resort) with no avail so I’m really bummed out. Don’t really know if I should keep wasting my time on this or try to find someone selling UE5 native strafe animations.
@Quetzalcodename
I saw the video, I guess the fact I didn’t know what it was would’ve given away that I didn’t mess around with it, but just to confirm, no I haven’t done anything with layered blends.
The Anim graph for ABP_Manny is default, I haven’t touched anything here
I’ll just post this here as it was suggested to me in the past, BUT IT’S NOT A SOLUTION, just a terrible workaround that takes off the feet prediction feature
By disconnecting this it works, but I didn’t really want to give up on this feature, though I’m so fed up with this issue that I’m just gonna take it off and start working based off a mixamo character and their skeleton instead, I made the UE5 Manny to YBot retargeter yesterday so I can make use of these animations, Will do the same for the UE4 mannequin so I have years of UE4 animations at my disposal.
Maybe down the line I can hire someone to do this work for me the right way.
Still @Quetzalcodename if you have any insights with this new piece of information it would be cool to read it
Try this converter. It makes perfect Mixamo anims for UE5 skeleton. Takes care of the retargeting for you. I’ve never used them with IK so I can’t confirm proper IK bones, but there’s a good chance.