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Dragon Foot Solver

ParameterDescription
dragon input dataType the input bones used by the solver - pelvis,spine-start and feets
IK TypeSelect foot ik type - two bone ik and one bone ik. 99.9% best to use the default two bone ik. One bone ik is only useful in case the animal has no knee bones, such as the infinity blade spiders.
Trace TypeChoose Trace type - Line,Sphere and Box.
Trace RadiusIf trace type is box or sphere, its radius is controlled using the Trace Radius
Location Interpolation TypeSelect the feet location interpolation method. Default uses the divisive location interpolation method, which provides optimal smoothness and speed of solving. Optionally can use the legacy method of interpolation.
Rotation Interpolation TypeSelect the feet rotation interpolation method. Default uses the divisive location interpolation method, which provides optimal smoothness and speed of solving. Optionally can use the legacy method of interpolation.
Automatic leg MakeParameter to choose between automatic feet bone detection or manual method. If enabled, solvers only uses the feet bones, and automatically assumes the next 2 parent bones as knees and thighs. If disabled, solvers uses the feet bones, knee bones and thigh bones typed in the feet array. If disabled, all bones need to be valid. Any invalid bones will not activate the ik. Very useful to keep it disabled on DAZ rigs and certain animal characters, where the thigh-knee-foot are not in a straight linear hierarchy.
Use (optional ref pose) as reference for foot rotation ?If enabled, the rotation of the feet will be relative to its current animation. If disabled, the absolute reference rotation of the feet will be used instead, ensuring always aligned feets.
Enable SolverToggle this parameter to turn on/off ik. Example use case : Disable it when character is jumping or flying in the air.
Shift SpeedThe transistion speed between solve and unsolve state of the leg ik (eg:- when character jumps and falls back to ground). Lower values means slower but smoother transition.
Feet Position Interpolation SpeedControls the feet interpolation location speed. Lower values means smoother but slower results. Is ignored if “Ignore location lerping” is enabled.
Feet Rotation Interpolation SpeedControls the feet interpolation rotation speed.
Trace_ChannelTrace channel used by the solver traces. Recommended to create a new dedicated trace channel for the ik through project settings.
Anti_Trace_ChannelChannel used for the trace repelling anti-channel process.
Trace Height above feetLine trace height above the feet bones. Too high values will cause legs to react to ceilings and trees. Too low values will cause ik to not work on extreme slopes and steps.
Trace Height below feetLine trace height below the feet bones. Usually best kept 0. Too high values can lead to sticky IK which might be undesirable.
Use Anti-Channel FunctionalityUse the anti-channel in the solving logic. Use meshes with the anti-channel set to “block” to repel the traces from touching ceilings and closed spaces. Also useful when under stairs or narrow multi-storied buildings. Cover the ceilings and under stairs with anti-channel blocked meshes.
Ignore Rotation LerpingEnable this to completely bypass rotation interpolation and use default values!
Ignore Location Lerpingnable this to completely bypass location interpolation and use default values!
Should Solving Rotate Feet ?Disable this to ignore feet rotaion and use default animated rotation.
Display Line Trace ?Enable this to render the line traces in the animgraph viewport.
Enable Foot PitchDisable this to zero out the pitch of the feet.
Enable Foot RollDisable this to zero out the roll of the feet.
Character Up Direction Vector (Local space)The up direction vector of the character in component space. 99% cases, this should not be altered. Only needed to alter on characters that do not follow the standard unreal character orientations.
(optional) Foot x Height offsetExtra feet height offsets that can be altered during gameplay.