I am working through the Lyra project to currently implement the movement system in my own project. I am using UE 5.1.1
There is a node in the FullBody_SkeletalConrols AnimLayerBase called Foot Placement.
This is an experimental node.
There is a bool value in the ABP_Mannequin_Base file named UseFootPlacement.
It basically works as if True then this FootPlacement node should take care of foot placement on inclines and steps etc, and if False then the ControlRig node of the MannequinBase AnimGraph will do this operation.
The Foot Placement Node is Experimental and I figure this bool value is there to allow easy toggling between the two systems as it develops.
Now, if I start a new Lyra Project, the Foot Placement node (if Enabled by the bool) works just fine.
However, as I am currently implementing the movement system in my own project, I am unable to get the FootPlacement node to perform its tasks. The Control Rig works just fine when enabled.
In the process of implementing the system I have added the Animation Warping plugin, which if I look at the engine source does have the footplacement classes within it.
QUESTION:
Are there any other settings that need to be enabled (or disabled) to get this experimental node to function, or experimental nodes in general to function?
First off i fully admit ive not delved into the Lyra project so im not sure what they are using in it or whether it has any custom C++ modules to do this.
But firstly there are 2 plugins in unreal Full Body IK and IK Rig. Check those are enabled (think they are by default but best to check)
Other than that i have seen a youtube video that does a convincing job of this with another plugin:
Thanks for the reply,
I will look into that plugin, but it seems to me that the ikRig and fullbody rig plugins in 5 would be the core replacements for that. But it may be a good place to learn a few things for sure.
I’d stay away from anything Epic made.
Many reasons beyond it. Top one being they break stuff from version to version all the time.
Understand/break down the concept. Re-create it based on your understanding and the peoject needs.
As a side note - calculating IK in c++ just works better. Its faster to execute. Less error prone.
And allows for expansion - like predictive animations and the like which should (i hope?) be part of lyra…
The experimental stuff may need some plugins to be enabled - and when you create a project they may or may not be by default.
Some may require a custom engine build too (think initial ray trace or initial chaos).
So it is near impossible to give you a definitive answer on this…