Foot IK
![](https://static.wixstatic.com/media/204c38_9fb263cf79184f75a35a3b97192dd5c2~mv2.png/v1/fill/w_980,h_551,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/204c38_9fb263cf79184f75a35a3b97192dd5c2~mv2.png)
Add foot controllers
![](https://static.wixstatic.com/media/204c38_d5b5bd42132c479d8beb8a46d4c8b1a8~mv2.png/v1/fill/w_323,h_112,al_c,q_85,enc_auto/204c38_d5b5bd42132c479d8beb8a46d4c8b1a8~mv2.png)
Set the connection between the controller and the bone
![](https://static.wixstatic.com/media/204c38_04661f739f124dfb80ba3a459eb98365~mv2.png/v1/fill/w_553,h_177,al_c,q_85,enc_auto/204c38_04661f739f124dfb80ba3a459eb98365~mv2.png)
Connect the controller to the Full Body IK node
Root : Pelvis
Effectors: foot_I, foot_r, spine_04
![](https://static.wixstatic.com/media/204c38_aaa6becc0f7a4e1784869ef5ed1f29d7~mv2.png/v1/fill/w_342,h_364,al_c,q_85,enc_auto/204c38_aaa6becc0f7a4e1784869ef5ed1f29d7~mv2.png)
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
![](https://static.wixstatic.com/media/204c38_929b11df0bd64d819dcbae1702414724~mv2.png/v1/fill/w_103,h_435,al_c,q_85,enc_auto/204c38_929b11df0bd64d819dcbae1702414724~mv2.png)
![](https://static.wixstatic.com/media/204c38_6f12298fb58146388ae233a75c3f40fe~mv2.png/v1/fill/w_184,h_372,al_c,q_85,enc_auto/204c38_6f12298fb58146388ae233a75c3f40fe~mv2.png)
Foot Trace
It will be reused function, so wrap the nodes together.
Create a Function: Foot Trace
![](https://static.wixstatic.com/media/204c38_f7de29d932be4fceb273f6a62c4b068e~mv2.png/v1/fill/w_136,h_109,al_c,q_85,enc_auto/204c38_f7de29d932be4fceb273f6a62c4b068e~mv2.png)
Foot Trace
Input add: Bone (Rig Element Key)
Output add: Trace Hit (Boolean), Trace Offset Z (Float)
![](https://static.wixstatic.com/media/204c38_f2fe0a3b1c4843969f6843f6b797851f~mv2.png/v1/fill/w_341,h_129,al_c,q_85,enc_auto/204c38_f2fe0a3b1c4843969f6843f6b797851f~mv2.png)
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.
![](https://static.wixstatic.com/media/204c38_1eb08775b89945d6b92f5c7bed9295e3~mv2.png/v1/fill/w_294,h_172,al_c,q_85,enc_auto/204c38_1eb08775b89945d6b92f5c7bed9295e3~mv2.png)
In order to make it easier to debug, use draw line and transform here to make line and axis phase judgments.
![](https://static.wixstatic.com/media/204c38_fd04be5fa1204584a54ab63056e85379~mv2.png/v1/fill/w_269,h_158,al_c,q_85,enc_auto/204c38_fd04be5fa1204584a54ab63056e85379~mv2.png)
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.
![](https://static.wixstatic.com/media/204c38_9b8ea1d6d0ed4145960d2c7c58e4a52e~mv2.png/v1/fill/w_330,h_110,al_c,q_85,enc_auto/204c38_9b8ea1d6d0ed4145960d2c7c58e4a52e~mv2.png)
Final Foot Trace Function
![](https://static.wixstatic.com/media/204c38_f74e3d8666984295920f6d107eeb9320~mv2.png/v1/fill/w_554,h_257,al_c,q_85,enc_auto/204c38_f74e3d8666984295920f6d107eeb9320~mv2.png)
Use the Foot Trace Function to set the left and right feet.
Add variables
![](https://static.wixstatic.com/media/204c38_550d8861e6424988b3dd77e89839dfc3~mv2.png/v1/fill/w_307,h_273,al_c,q_85,enc_auto/204c38_550d8861e6424988b3dd77e89839dfc3~mv2.png)
Connect the function node
Left
![](https://static.wixstatic.com/media/204c38_64be462b7fb94b85a83c4ac13d48ce51~mv2.png/v1/fill/w_357,h_131,al_c,q_85,enc_auto/204c38_64be462b7fb94b85a83c4ac13d48ce51~mv2.png)
Right
![](https://static.wixstatic.com/media/204c38_af6e56f8809b4f3caeb74402d057008d~mv2.png/v1/fill/w_408,h_108,al_c,q_85,enc_auto/204c38_af6e56f8809b4f3caeb74402d057008d~mv2.png)
Together
![](https://static.wixstatic.com/media/204c38_a0792ea94c3743978762085e65ee3e3e~mv2.png/v1/fill/w_553,h_84,al_c,q_85,enc_auto/204c38_a0792ea94c3743978762085e65ee3e3e~mv2.png)
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 “
![](https://static.wixstatic.com/media/204c38_8ba8f4680d374457ade11e0b5c23b065~mv2.png/v1/fill/w_403,h_84,al_c,q_85,enc_auto/204c38_8ba8f4680d374457ade11e0b5c23b065~mv2.png)
![](https://static.wixstatic.com/media/204c38_8958981895614b77bba9f7732547d277~mv2.png/v1/fill/w_154,h_221,al_c,q_85,enc_auto/204c38_8958981895614b77bba9f7732547d277~mv2.png)
整個專案和文件下載 / Full projects and Documents Download: https://www.patreon.com/posts/control-rig-5-2-89966351?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Comments