The following settings are exposed on the Foot Placement node by default.
Description: Enable or disable ray casting over complex geometry
Default Value: bool false
4.3.2 End Effector Category:
Descritption: This should automatically be set to the first bone included in the IKINEMA Rig which in most cases is the hips bone. This should never be the root bone of your character. If this is set to the root bone of your character, ensure that the root bone is removed from the IKINEMA Rig.
Description: This is the array of all the ray tracing elements. This is automatically populated based on the feet tasks added in the IKINEMA Rig when the node is created. You can add and remove joints as ray tracing elements (as long as the joint has an associated task in the IKINEMA Rig). Adding or removing will create or delete 'Alpha For ""' and 'MeshOffsetFor' pins on the node.
22.214.171.124 Limb Transform Sub Options
The following settings allow you to customize the parameters of a ray tracing task.
Description: Select the bone corresponding to an element you wish to ray-trace from (It must have an associated task in the IKINEMA Rig)
Description: Select the geometry used to sweep the world for blocking hits
Description: Configure the dimensions of the chosen ray shape. When coupled with a shape above, can create a 'hit-box' to engulf the mesh of your character local to the bone of interest.
Description: Manually add an offset to the location from which ray tracing takes place.
Use FK Orientation
Description: If enabled, the orientation target generated for this ray tracing element will be taken from the orientation of the task bone in the input animation.
Description: This option is intended for testing in the animation blueprint preview and not in game. Draws the location from which the ray-trace takes place and the shape of the mesh used to sweep the terrain so the user can fine-tune the above settings to the character.
- Cyan Mesh: This is centred on the location from which ray tracing is taking place from for the corresponding bone.
- Red Mesh: This is centred on the location at which the ray tracing has found a surface through collision detection. It is for all intents and purposes the position of the 'floor'
4.3.3 Offset Category
Reverse Foot Interp Speed
Description: If the reverse foot behavior is enabled, this will control the speed at which the heel is rotated. Lower values decreases the speed of the heel movement when the behavior is triggered.
Default Value: 0.1
Description: For ray tracing elements, controls the maximum roll of the generated IK Target
Default Value: float 55.0
Description: For ray tracing elements, controls the maximum pitch of the generated IK Target
Default Value: float 60.0
4.3.4 Maximum Leg Extension Category
The following settings are used to enable/disable the limit leg extension behaviour and fine tune the behaviour. The limit leg extension behavior will act to prevent a ray tracing element from overstretching the rig. This is done by enabling the behaviour and setting the Max Leg Extension parameter to the desired value. When the ray tracing task pulls further than this threshold, the task target will be clamped to either the Max Leg Extension value set by the user or the task bone location in the input animation depending on the Use FK setting.
Limit Leg Extension
Description: Enable to limit the distance a ray tracing element can pull from the task bone location in the input animation.
Default Value: bool false
Max Leg Extension
Description: Set this to impose a user defined limit on the distance a ray tracing element can pull when limit leg extension is enabled.
Default Value: float (automatically set to the length of the leg chain)
Description: If Limit Leg Extension is enabled, when a ray tracing task pulls further than the Max Leg Extension threshold, the task target will be fixed to the task bone location in the input animation.
Default Value: bool false
4.3.5 Smoothness Category
The settings in this category control the interpolation of the task target.
Position Blend Speed
Description: Blending parameter on the task target. Reducing decreases the rate of change of the position target of the IK Task
Rotation Blend Speed
Description: Blending parameter on the task target. Reducing decreases the rate of change of the orientation target of the IK Task
Maximum Step Change
Description: Controls the maximum displacement a task can experience between frames. If this value is exceeded, the task target will be interpolated
4.3.6 Blend Input and Output Animation
The settings in this category allow you to blend between the IK and the FK for the entire pose of the character
Pose Blend Alpha
Description: Blends between the procedurally generated pose and the Input pose to the solver. At a value of 0, the output of the node will be the animation passed in. At a value of 1 the output of the node will the be the procedurally generated pose.
Default Value: float 1.0
The following settings control the visualisation of the generated IK Tasks. When enabled, various primitves will be rendered for your character to visualise the important information in regards to the IK Tasks included in your IKINEMA Rig.
Description: Enable this to draw the task targets for each task included in the IKINEMA Rig. This is useful for debugging purposes.
- Red line: The ray cast being performed for a ray tracing task
- Small red sphere: The ray cast hit location
- Small blue sphere: The task bone location in the input animation
- Large Green Sphere: The position demand of the IK Task
- Coordinate system axis: The orientation demand of the IK Task
- Blue line: For a lookat task, this draws a line from the task bone location in the input animation to the look at target.
Default Value: bool false
The settings in the performance category allow for run time control of the solver performance. The Foot Placement node will work with Unreals LOD system allowing you to tune the solver Max Iterations depending on the LOD level of your character. This is useful when solving for a large number of characters. You can set a LOD level at which the solver Max Iterations should be reduced by half and a LOD level at which the solver Max Iterations should be set to 5.
When these features are enabled, characters close to the camera will solve at a high number of iterations for the best quality solve while characters far away will solve at less to maximise performance.
Description: Decresing this value will increase solver performance but could decrease solver performance
Default Value: int 30. This is the general recommended value for a high quality and performant solve.
Half LOD Threshold
Description: At a character LOD level higher than this value, the solver Max Iterations are automatically reduced in half
Default Value: int -1. At -1 this feature is never triggered. If you want to enable this behaviour, set this value to the desired LOD level above which the solver iterations should be halved.
Description: At a character LOD level higher than this value, the solver max iterations are automatically set to 5
Default Value: int -1. At -1 this feature is never triggered. If you want to enable this behaviour, set this value to the desired LOD level above which the solver iterations should be set to 5.
4.7.3 Task Properties
The task properties category allows you to expose the IKINEMA Rig parameters for specific tasks on the node. This allows you to drive the rig settings at runtime.
Tick the 'Expose Properties Pin' to expose the pin for a selected task on the IKINEMA node.
4.7.4 Bone Properties
Allows the user to expose IKINEMA rig properties for a selected bone on the foot placement node. For the selected bone, tick the 'Expose Properties Pin' bool to show the pin on the node. This allows you to drive the bone properties at runtime
4.7.5 Expose Solver Tasks
This category allows you to expose the runtime tasks on the foot placement node. This is useful to override the automatically generated task targets and properties produced by the foot placement node.
The tasks are automatically populated when the node is created. Tick the 'Expose Task on Node' to show the task pin on the footplacement node.
This enables a combination of generic solver and foot placement node functionality.