Locomotor computing feet location on a 45° inclined plane ?

Hello,

I’m setting up the locomotor with an 8 legged skeletal mesh.

I’ve been using it successfully with other meshes, but with this particular one, it computes the feet placements on a 45° inclined plane.

Seen from above, the placements are perfect:

But seen from face, you can see they are aligned on an inclined plane:

i’ve been looking everywhere i could think of for a hidden 45° angle (root bone, pelvis bone, feet…) but couldn’t find anything.

Anyone has an idea of what i should do to fix that ?

Thanks

Cedric

You need to use FootTrace to estimate the foot position.

  1. Create an IK Rig
  2. Set up an IK Solver for each limb (see the manual in the Epic documentation).
  3. After you can move the spider’s center up and down in Sequencer while maintaining the feet’s position on the ground, you’ll need a ControlRig to define the FootTrace logic.
  4. Find the finished Manequin asset (it’s in the Rig folder and called somthing …IKFoot), copy it, and understand how it works by specifying your bones. There are two trace branches (left and right), you’ll need to increase this to eight (nothing complicated, just duplicating nodes).
  5. This asset will be called in AnimBP by the ControlRig node, which is usually placed close to the output pose (see the Manequin pipeline).

https://dev.epicgames.com/documentation/en-us/unreal-engine/ik-rig-solvers-in-unreal-engine