tuatec / TTToolbox

TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine
MIT License
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Characters feet sunk into ground after applying Constraints Video#9 #32

Closed MacroLP closed 1 year ago

MacroLP commented 1 year ago

Describe the bug After video #9 Working on Constraint Bones my characters feet are sunk into the ground a bit. I know we tried correcting the "floating" feet. I downloaded and used your v5.0 source code for UE 5.1 just to make sure I didn't mess anything up in the code and yet the feet remain a bit sunken. Also noticing something weird with the hands and IK? maybe but only in simulation, doesn't show in the skeleton.

To Reproduce just simulate.

Expected behavior I expected the characters feet to be level with the ground like you had solved at the end of the video.

Screenshots From YOUR video https://i.imgur.com/LnTHVqj.png my feet : https://i.imgur.com/xvsY3tA.png also hands look a little off, no? https://i.imgur.com/AdHjL1u.jpeg

Everything looks OK in SK_Mannequin https://i.imgur.com/t8upkYo.png https://i.imgur.com/Q6XvlwY.png https://i.imgur.com/rRMulxU.png - Bone names yet on some particular animation sequences : https://i.imgur.com/mCSRsmQ.jpeg

Desktop (please complete the following information):

Additional context Any help debugging this would be appreciated. It could be my version of ALS, an error on myself

MacroLP commented 1 year ago

I went back and re applied all the virtual bones as well and it still wasn't fixed. But then I wondered if it was that little bastard Manny_Simple again. I switched just to the simple mesh and the feet were fixed in play... then I switched back to SKM_Manny and feet STAYED fixed... I DONT KNOW. Weird.

AchimTuran commented 1 year ago

It's an issue with Unreals internal retargeting system if you use the skeleton retargeting setting "animation" for the ik bones. Sorry I am currently not in front of UE so I do not know the exact names of the settings.

Sadly this issue occurs if you share a skeleton asset and have multiple meshes connected to it, which have different proportions. Then your ik feet constraints will be off. Consequently the ik foot system will not work properly of ALS and your character might be flying in the air.