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Writer's pictureLiling Liu

[Control Rig] Unreal Engine 5.2 Control Rig 教學 - Foot IK - Foot Trace - # 3 |腳部軌跡|Tutorial


Foot IK





Add foot controllers



Set the connection between the controller and the bone




Connect the controller to the Full Body IK node


Root : Pelvis

Effectors: foot_I, foot_r, spine_04



Bone Settings

calf_I, calf_r, pelvis


calf_I, calf_r:

Use Preferred angles: turn on

Preferred Angles: Z:45


Pelvis:

Rotation Stiffness: 0.95

Position Stiffness: 0.95













Foot Trace


It will be reused function, so wrap the nodes together.


Create a Function: Foot Trace

Foot Trace

Input add: Bone (Rig Element Key)

Output add: Trace Hit (Boolean), Trace Offset Z (Float)



Match the direction and position of the bone with Sphere Trace to determine the collision situation. Currently, the Z axis is set to 100. In order to facilitate adjustment, it promotes a parameter variable to adjust. The name is FlootHitDistance, which can be adjusted according to the character.



In order to make it easier to debug, use draw line and transform here to make line and axis phase judgments.



In order to prevent the feet from sticking to the ground, add 1 to Hit Location Z. To facilitate adjustment, it is also promotes as a parameter variable, and the name is AdditionHitOffset.




Final Foot Trace Function



Use the Foot Trace Function to set the left and right feet.


Add variables


Connect the function node


Left

Right


Together


In the game, if you want to see the Control Rig Debug line, press ~ on the keyboard, and the > input area will appear.



Type : “ a.AnimNode.ControlRig.Debug 1 “




















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