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

  • Writer: Liling Liu
    Liling Liu
  • Oct 3, 2023
  • 1 min read

Foot IK



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Add foot controllers


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Set the connection between the controller and the bone



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Connect the controller to the Full Body IK node


Root : Pelvis

Effectors: foot_I, foot_r, spine_04


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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


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Foot Trace


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


Create a Function: Foot Trace

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Foot Trace

Input add: Bone (Rig Element Key)

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


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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.


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


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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.



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Final Foot Trace Function


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


Add variables


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Connect the function node


Left

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Right


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Together

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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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