Plain, regular Epic Games shoes on my metahumans sink part way into the ground when I add them to my project. I have only tried the free Epic Games shoes, so I don’t know if it affects other shoes as well. Why is this happening and what can I do to fix it?
My metahumans work fine as long as they don’t have shoes. I have not had any problems with animations or retargeting until I tried to add shoes. The animations still work, but the shoes sink into the ground. I noticed that shoes sink partially in the Metahuman Creator as well.
I’ve watched I don’t know how many videos and asked chrome’s ai multiple times, but I still haven’t figured out what’s going on or how to fix it. Chrome’s ai made up a few answers that didn’t work. I about to pull my hair out over this. Any help or suggestions would be much appreciated.
I’m pretty sure the Metahumans by default have their pivot at the bottom of their feet, so when shoes are added theres an extra inch or so of rubber beneath it. Is this for a character or animation? For either, could you not just raise the mesh a little bit?
It’s for a character. I’m trying to figure out how to raise the mesh. Or the control rig. What info I have been able to find is possibly out of date or else I’m just not following it. Either what I’m seeing doesn’t match what they’re saying or what they are saying doesn’t work. I assume people put shoes on metahuman characters all the time, so it can’t really be this difficult. I don’t know what I’m missing.
I am slightly confused as well, I may be misinterpreting the issue. When you open the character blueprint, and select the mesh component, can you not raise it on the Z axis a couple of units?
I just tried it again and it seems to be working. Before when I tried that it kept snapping to the bottom of the foot, not the shoe, to the ground. Maybe I was setting the z offset on the wrong part or maybe I have even less idea what I’m doing than I even thought I did. In any event, thank you for your response and for coming back again. I appreciate it very much.