Posted on X by Ryan Muoio To reduce foot sliding in animations, I created an additional (experimental) feature in my MoCap Tools plugin that detects foot plants and "locks" the foot in place. I've found it helpful for use with retargeted anims that often have foot-slide issues. #UnrealEngine5 #animation
Reducing Foot Sliding in Animations: A Research Note
Overview
Foot sliding is a common issue in animations where characters' feet appear to slide or drift on the ground, breaking immersion. To address this, the user developed an experimental feature in their MoCap Tools plugin that detects foot plants and "locks" the foot in place. This solution is particularly effective for retargeted animations, which often suffer from foot-slide problems. The approach aligns with existing techniques such as inverse kinematics (IK) retargeting and locking mechanisms used in animation software like Unreal Engine 5 and iClone.
Technical Analysis
Foot sliding occurs when there is a mismatch between the timing of foot placements and the movement of the character's body, often due to inaccuracies in motion capture or retargeting processes. IK retargeting plays a significant role here by adjusting the leg positions dynamically to prevent sliding [Result 1][Result 2].
The user's solution involves detecting when a foot touches the ground (foot plant) and locking it in place until the next movement. This approach mirrors techniques used in tools like iClone, where "Lock Feet" prevents unintended foot movements during animations [Result 3]. The effectiveness of this method lies in its ability to stabilize the foot position, ensuring that retargeted animations maintain consistency with the original motion capture data [Result 4].
Implementation Details
The experimental feature in the MoCap Tools plugin likely involves:
- Foot detection algorithms: To identify when a foot touches the ground and calculate its position.
- IK adjustments: To dynamically correct leg positions based on detected foot plants.
- Scripting or automation: To lock the foot in place until the next movement command is received.
This implementation can be complemented by existing Unreal Engine 5 features, such as the IK Retargeter, which adjusts root motion and IK settings to minimize foot sliding [Result 1].
Related Technologies
- Inverse Kinematics (IK): A critical tool for adjusting leg positions in animations to prevent foot sliding [Result 2][Result 5].
- Squash-and-stretch techniques: While primarily used for character deformation, these can help create more natural-looking foot movements that reduce the perception of sliding [Result 5].
- Animation retargeting frameworks: Tools like Unreal Engine's IK Retargeter and iClone's Lock Feet feature are designed to handle foot sliding in dynamic animations [Result 3][Result 1].
Key Takeaways
- Foot sliding is primarily caused by timing mismatches between foot placements and body movements, often due to retargeting inaccuracies. [Result 4]
- The user's solution of detecting foot plants and locking feet aligns with existing tools like iClone's "Lock Feet" feature and Unreal Engine's IK Retargeter [Result 1][Result 3].
- Combining foot-locking techniques with IK adjustments can significantly improve the realism and stability of retargeted animations. [Result 2]
Further Research
Here's the 'Further Reading' section formatted as markdown bullet points using only the provided search results:
- Fix Foot Sliding with IK Retargeter: Epic Games Documentation
- Correcting Foot Sliding with IK: The Palos Publishing Company
- How to Solve Foot-Sliding Issue with Lock Feet in iClone 8: iClone 8 Online Manual
- Understanding Foot Sliding: Motion Symphony via Wikiful
- Easy Way to Fix Foot Sliding in Animation using Maya: 80.lv