What is the easiest way to adjust an animation if character's feet not touching floor? (solved)

I know you can reupload the mesh, but many animations are off, so they need a per animation tweek. The only way I have found to do this is inside the indiividual animation, stop it and select the root bone, add a key, grab the Y transform and pull it down, hit apply, and save and see how you do.

Is this the correct method? Thanks.

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OK so the root of the problem is all things imported into UE4 is done so based on world space so whatever you are using as the local root of the character is referencing world space and can produce unusual results such as floating.

This is because the nature of 3d space is there is no referencing system except for the one that is created by the user or programmer and when objects are imported makes use of the world origin as to world space in general. I would say one of the practical reasons for this is there are a lot of different 3d applications that does referencing different between different platforms.

Epic seems to know this as they do provided the means to properly orientate characters and objects that by default references the Epic world reference.

For example if you use a character BP your character can be added as a component and make use of the capsule as the local reference of your character so you can easily align the transforms to ground as well as to the correct forward direction using a means already provided by Epic with out having to do corrections in the 3d application of choice.

As a tip as to best practice it is preferred that the asset is not man handled

I’m finding this is way more difficult than it should be…

I get there is the world space VS local space etc etc, but, if the animation is loaded up, stopped, a key added, the character dragged down, and ok…for whatever reason the preview pane does not line up with in game so results are not the same as expected. No problem right? The user should simply be able to compensate based on what they get, yet I find many of the times the results are so varied it is just a fight to do something so so simple…

I say simple…I bet there is some kind of aftermarket tool for UE4 that can do this with such ease and finesse.

I had forgot this method but finally got it again. With these settings for your animation.

Animation

  • stop animation from playing - Select body or root bone - add key - move the figure down - apply - test - how close are you to goal? Take note of the distance to remember next time

Try again -

_ stop animation from playing - right click on your added key and remove key - apply -
start over

Do it as many times as needed to get characters feet close to floor or slightly in floor.

This is brute force a f but it works.