Why are feet are locked to the ground during Anim Montage?

My animation montages don’t render properly on my Quinn mesh because for some reason it seems like the feet are “locked” to the ground. Has anyone seen this before? one of the animations is a kick, for example, and when i play the montage the leg that is supposed to go up in the air never does so the whole thing looks like some kind of hip thrust. I would post a video to show more clearly but this is my first post unfortunately and i’m not allowed.

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Hey @sanjeev342! Welcome to the forums!

We can definitely help you figure this out. Would you mind sharing the settings for your montage and that video of you error happening, and maybe one of the original animation in action?

Anmy additional specifics you provide may go a long way in solving your problem!

Thanks for the reply. Unfortunately I cannot share either photos or videos since I’m a brand new user.

As for the montage details, there’s a few of them that i’ve created for the UE4 Mannequin via Rokoko Studio Mocap. After that, I retargeted to the UE5 Manny/Quinn and just did a simple key press to montage mapping. I can see there is no foot locking to the ground when viewing in the sequencer, but in-game it’s like the feet are glued to the ground and the rest of the body is trying to follow that IK goal or something. I’m thinking maybe there’s two possible issues:

  1. which i’ll check soon is that there’s an actual “foot lock” option in RKK Studio which is used for smoothing
  2. maybe I have to place the montage in a different Anim Slot as in it has to be “processed” before the IK stuff comes into play?

LMK!

Hey @sanjeev342,

It’s going to be really hard to tell without seeing your anim blueprints or your settings. My suggestion is to make sure all body slots are set correctly and that you have your IK chains set how you need them. Otherwise, could you possibly link to a youtube video with your error and an overview of your anim blueprint?

Unfortunately, I’m not familiar with Rokoko, but hopefully one of the other great members here has more insight on that.

I figured it out. For now I’m disabling the Control Rig node in ABP_Manny in the top level AnimGraph, that seemed to short out all the foot IK madness which caused the feet to get stuck in the ground and preventing any animations where the feet raise above ground to stop working.

I found a great youtube tutorial to help with restoring IK and not having to disable the Control Rig node also. As a summary, it basically adds virtual bones for Foot IK left and right, and then uses those within the Control Rig ShouldDoIKTrace boolean.

Thanks