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Theme: Problems with pose and foot collision.

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Ruslan Nazirov
Posts: 13

I have a few problems with IKinema RunTime-Indie for UE4, which I don't know how to solve. I watched tutorials on youtube(https://www.youtube.com/watch?v=FOtRZkzfslc&list=PLT4SeajOa6mbNVnt7wBiTwlhny5VhXrF4) and made a similar setup.

But I have a problem with foot collision:

I tried lot of different setups for foot placement and in any case feet aren't placed correctly on some surfaces.

Second problem: when I put a character from editor without running game, I see my character like that:

However, when I run a game, it looks normally:

Any ideas on how to fix this issues?

 

Simon W
Posts: 203
Answer №1 [03.01.2017 11:32]
Edited: [03.01.2017 11:33]

Hi, 

If the problem in your first screen shot is the penetration of the foot, you can add a "mesh offset" to the feet bones in the foot placement node. The option to add these mesh offsets are exposed by default once you have added the feet bones to the "End Effectors" in the options. Adding a small offset will shift the feet slightly up or down from where the surface is detected. 

http://imgur.com/a/Rxiii

 

For the second issue, a quick work around is as follows.

In your character blueprint: 

http://imgur.com/a/MuqbS

In your animation blueprint:

http://imgur.com/a/K8Wdu

Ruslan Nazirov
Posts: 13
Answer №2 [03.01.2017 12:11]

I already tried mesh offset(probably one of the first things I tried to fix that). It's not work. Feet continue to fall through the ground if the ground has some angle(or I'm walking on stairs) and all I got with mesh offset is that my feets are in the air when I'm standing at a flat surfaces. 

Looks like there should be another solution.

Solution for the second problem is working. Thanks!

Ruslan Nazirov
Posts: 13
Answer №3 [05.01.2017 12:01]

Hmm.. I've moved from in-place animations to root motion animations. Now if the ground has some angle, feet placement working almost correctly. But there still a problem with feet collision, when they are on stairs.

Simon W
Posts: 203
Answer №4 [06.01.2017 09:34]

Hey, would you be able to show the retargeting gain values on the leg bones on your character. It could be they are too high so the solver is trying to maintain the origional animation. 

Ensure that the retargeting gain DOF on the local rotation axis on the knee is low (usually 0.1 or lower should work for most applications). 

Ruslan Nazirov
Posts: 13
Answer №5 [06.01.2017 10:22]
Quote of: from 06.01.2017 09:34

Hey, would you be able to show the retargeting gain values on the leg bones on your character. It could be they are too high so the solver is trying to maintain the origional animation. 

Ensure that the retargeting gain DOF on the local rotation axis on the knee is low (usually 0.1 or lower should work for most applications). 

Here's my params(I'm using default EPIC skeleton):

Retargeting Gain:

thigh_l and thigh_r = 5

calf_l and calf_r = 5

foot_l and foot_r = 0.2

ball_l and ball_r = 1

Retargeting Do FGain:

thigh_l and thigh_r = 0.1

calf_l and calf_r = 0.1

foot_l and foot_r = 1

ball_l and ball_r = 1

 

I tried different values, but it didn't solve the problem...

 

 

Simon W
Posts: 203
Answer №6 [06.01.2017 15:39]

Could you reduce the retargeting gain on the thigh and calf bones, their default values are 1 I believe. Having such a high retargeting gain prevents the solver from being able to move the feet far up or down compared to the origional animation. 

If you have tried that already, set the retargeting gains for those bones to zero. You should get the feet being placed solidly on the stairs but the calf/thigh bones may be unaturally bent. 

Ruslan Nazirov
Posts: 13
Answer №7 [06.01.2017 18:00]
Quote of: from 06.01.2017 15:39

Could you reduce the retargeting gain on the thigh and calf bones, their default values are 1 I believe. Having such a high retargeting gain prevents the solver from being able to move the feet far up or down compared to the origional animation. 

If you have tried that already, set the retargeting gains for those bones to zero. You should get the feet being placed solidly on the stairs but the calf/thigh bones may be unaturally bent. 

Tried both zero and one values. Still didn't resolve the problem.

Moreover, I enabled draw debug for feet and found that the line trace algorithm works strange. It finds intersection with ground but feet didn't placed to the ground, even if I set all retargeting gain to zero. I also tried other shapes(box, sphere, capsule) for limb transform settings - still the same result.

 

Sometimes IKinema works really strange:

 
Simon W
Posts: 203
Answer №8 [06.01.2017 18:11]
Edited: [06.01.2017 18:15]

Could you tick the "Draw Debug" bool in the "Debug" section of the options in the foot placement node and post a screen shot. It will show debug info for all the tasks.

In the mean-time you could refer to our third person character in our demo map found here: http://www.ikinema.com/index.php?mod=documentation&show=184&id=205 for a set up reference

Edit: if you are willing, e-mail our support (support@ikinema.com) minimalistic version of the project and I will investigate.

 

Ruslan Nazirov
Posts: 13
Answer №9 [06.01.2017 18:48]
Quote of: from 06.01.2017 18:11

Could you tick the "Draw Debug" bool in the "Debug" section of the options in the foot placement node and post a screen shot. It will show debug info for all the tasks.

In the mean-time you could refer to our third person character in our demo map found here: http://www.ikinema.com/index.php?mod=documentation&show=184&id=205 for a set up reference

Edit: if you are willing, e-mail our support (support@ikinema.com) minimalistic version of the project and I will investigate.

 

Here's the screenshot with draw debug enabled:

I already tried this example project(I took values for retargeting gain from there for instance). It also has some problems with collisions, even if line trace works normally in it. I can only assume that line trace not works correctly on some animations(I used this pack: https://www.unrealengine.com/marketplace/mobility-mocap-pack).

 

I think it's impossible to make minimalistic version of a project, because character component uses some third party assets(animations for example) which I can't share(without them you can't reproduce the whole situation). 


You must also choose either Action for Maya or Action for MotionBuilder as a part of the package.


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