Took days to find a proper IK foot tutorial on how to IK feet from scratch without others trying to teach how to correct so many mistakes as they made their tutorials. This vid was straight to the point of how to do it right from the very beginning. While I appreciate other tutorials out there on how to do stuff it's just allot more confusing watching other authors say "well that's not working because you have to do this" and moments later "and this is not working because you have to do this next" and repeat. Whenever I'm trying to do something I just need to know how to do it step by step without the extra confusion of how to fix so many other mistakes "if those random mistakes actually happen" but if the tutorial is straight forward like this one then it's much easier to understand at least for me. Possibly thousands of different mistakes can be made at any point during development and I don't need to be taught how to fix different kinds of mistakes I may never make but rather I just want to be taught how to do it right the 1st time without too many extras. All in all this was one of the only many videos I've watched which showed me what I wanted to learn and really nothing too extra and I didn't want to copy/reuse default stuff as I'm trying to create a very unique game while reusing as little as possible so the characters in my game may have truly unique movement for what I'm trying to achieve. Many thanks to the author of this vid for showing me exactly what I was trying to learn after hours of struggling to even figure out the exact terminology to use via "foot ik unreal" as I'm kinda new to Unreal after leaving Unity a few months back. A new kind of Open World Intergalactic Warfare Title will very soon emerge.... there will be many obstacles to walk over within a variety of alien worlds to wage war in which is why this tutorial is so important to what I'm trying to achieve. Good day and happy deving for all you other developers out there ♥.
@ABentPaperclip7 ай бұрын
best explanation I've seen on foot IK so far! most guides just say "use this node, type in this number" but don't bother explaining WHY these things are done- I've probably watched a dozen videos on foot realtime foot IK but it wasn't until I watched this one that it finally clicked for me, so thanks for that.
@fivewalnut479210 ай бұрын
This is genuinely such a good tutorial! I finally got my characters ik working and I actually feel like I understand what I was doing unlike other tutorials. Thank you!
@Llakar7 ай бұрын
Great series of videos! I love your teaching style. One note is you can get rid of the less / if nodes with a minimum node.
@kian-nejadfard2 жыл бұрын
What a great tutorial!! I love how well everything is explained. Good details, yet easy to follow. Thank you!
@ahmedshamz Жыл бұрын
All his tutorials and trainings are like that.. Dude is a legend.
@d.p.58742 жыл бұрын
Excellent tutorial on IK and control rig, thanks again. Please note that there is still a case which is not fixed, when the step is to big for the IK to operate, the character remain in the air up until she can jump down (at least in my case, I may have missed something in the program).
@chagaze71992 жыл бұрын
Only at the quarter of the video and already i am learning lots of things! Largely enough for the +1 thumb up! I will finish this one, test it and check your others videos and I really think you will have a new subscriber soon :) Thanks for this video
@it_Ravv2 жыл бұрын
Ive been loving these videos so far!!! Something I want to see Is equipping the bow so that we can run with out it and doing a ADS on the bow so either we can fire like we are now or aim down and make the bow go further or with more power if I can figure out how to give damage hahahah!!!
@megtwin2 жыл бұрын
So happy I found this video, very well done. Now I understand what is happening, thanks so much! New sub!
@Jalupus10 ай бұрын
Thank you, Stephen!
@FPChris Жыл бұрын
15:42 Add Vector is now missing. I had to use f Add and then right click on A and B to change the types to Vector.
@aveera11 ай бұрын
Thank you Chris
@christianhowe5925 Жыл бұрын
Give the minimum node a try, it would simplify a few of these Blueprint graphs.
@bernardroussel26022 жыл бұрын
love this!!!! would like a Tut on different type of arrows like elemental arrows or show how to add this
@Fhernn5 ай бұрын
Great tutorial, everything was explained very well and I was able to get IK foot placement setup for the most part on my character. The only issue I am having is, the foot placement is always active, meaning it completely overwrites animations. When the character is running, walking etc the feet are always glued to the floor, I followed the tutorial exactly and set everything up properly so I have no idea what the problem could be. In your video the animations aren't affected and the feet place properly on the floor. Any suggestions from anyone would be great, thanks
@andrenft2 жыл бұрын
Hey mate, im new to UE5 and im not into animation thing, somehow I clicked on this video. Man, you do it so good that I really enjoied the video and I actually understandood how things works, and i know nothing about programming. I watched plenty of tutorials these days with so much simpler things explained and none of them was so clearly as yours. You are amazing teaching people your knowloge. Thank you very much for that!
@pingusmcdingus52 жыл бұрын
Holy shit thank you! I've been stuck for the past couple days trying to get proper foot IK working and this tutorial did the trick. Thoroughly explained everything as well. Only have one question though; how would I go about setting up angling the feet to match the slope of the surface?
@chrismichaels52162 жыл бұрын
Great video - clean and quick to get it up and running. For another Tutorial - character mesh has a bow you have to attach, how to animate drawing the bow back or can you use a rig of some sort for it?
@kniwu4966 Жыл бұрын
Incredible !!!
@Get_Boros2 жыл бұрын
Perfect tutorial, thanks
@mustafa.celiktas2 жыл бұрын
YOU ARE A M A Z I N G 👏
@HorrificdoomАй бұрын
Very nice and detailed tutorial! But i don't understand how it works if you constantly spamming feet location in CR while walking and how is your character running? All feet of my character are snapped to their origin locations and character simply sliding on floor. I fixed it by adding bool before all CR logic, but i don't understand why your is working without it :(
@samuelmarin2 жыл бұрын
Hi. Thanks for your videos! It helps! I Would love to see a range & melee character that could switch between bow and sword while facing on endless waves of enemies :).
@gail_blue8 ай бұрын
So, the reason I found this video was because I was looking up AlphaInterpolate, and couldn't find any information on it (except for here, thank you.) But I'm still wondering what the second value for interpolation is? Basically we have a "to" value, but not a "from" value, so is the from value always zero? Is this sort of a dampening function so that it doesn't snap?
@Pluckee13 Жыл бұрын
Great video. How does the character while walking not have her feet pinned to the ground? Is it because of the interpolation? It’s slow enough that it doesn’t make the foot sticky to the ground while walking?
@Leomerya12 Жыл бұрын
32:50 Yes, Father.
@DruidMechanicsGameDevelopment Жыл бұрын
Lol
@andrumm98742 жыл бұрын
I would love to see to toggle aiming and not! You helped me a lot with your videos
@ossywoo Жыл бұрын
Oh dear - I've just got to the end of the tutorial and my feet seem to no longer move when I walk - though everything looks set up correctly. The IK seems to work, such as the feet will snap to the ground when stepping over the ledge - it just seems the rest of the foot animations are now no longer working 😦Any ideas? Thank you so much for your tutorials they are so helpful!. EDIT: It seems like it is to do with the Full Body IK as when I remove that from the D pin in the sequence node in the Forwards Solve Rig the walking animation works well. Is it something I've done before setting up Step 4 in the rig? Because it seems set correctly to the tutorial - I'll add a screenshot below. thank you!
@joeythomas440 Жыл бұрын
im having the same issue cant seem to figure it out, let me know if you found a fix ill do the same
@nikitalyadov2729 Жыл бұрын
Same problem now in UE 5.03
@therandomue5tutorialchanne209 Жыл бұрын
Yep, I have feet rotation issues now in 5.0.3
@ossywoo Жыл бұрын
@@nikitalyadov2729 I solved the issue - I was using one of the other player meshes as my character (raven) cause I liked it better, but I swaped it to the one he is using in the video and suddenly it all started working correctly. There must be a slight difference somewhere that was making it not work.
@ossywoo Жыл бұрын
@@therandomue5tutorialchanne209 I solved the issue - I was using one of the other player meshes as my character (raven) cause I liked it better, but I swaped it to the one he is using in the video and suddenly it all started working correctly. There must be a slight difference somewhere that was making it not work.
@GoloGolik8 ай бұрын
How is it possible that when the character is running, its feet are above the ground? IsFalling is false, so the control rig should work and thus it should keep finding the ground. Also, when we use "additive global" (when we modify control rig position), does the control rig get reset to its original position on the next frame or does it stay modified?
@harryadler4563 Жыл бұрын
For all those who are experiencing issues with their legs being stuck to the ground, the problem lies in the fact that your animations haven't been assigned to IK bones. Here's a link below that explains how to fix this: kzbin.info/www/bejne/mmWbnp9-qb92o5I
@canavarox Жыл бұрын
tks for the video but this video quite hard to follow cuz different bone information, from this video info i resolved this issue by copy transform of the origin foot bone to ik_foot_bone before hit check modify (same like snap bone animation). It seems like not good way to do but it more easier to understand.
@TommyGunsXL Жыл бұрын
Hello! I did it the same way and it works very well. Only issue I had so far is, there is no rotation when walking on slopes. The feet are always horizontal. Maybe we can fix it with the normal information of the trace impact point but it doesn't bother me at the moment. It's barley noticeable.
@defult06 Жыл бұрын
Well , i have weird problem. IK working well but while running or walking foots just locking in the floor and doesn't move up . Any Solution ?
@lucascavallari8489 Жыл бұрын
It's not working for me, I followed entirely the tutorial, but the ik bones are not attached to the bones. I'm using the mannequin rig with a custom character, I tried deleting and reimporting the rig, still doesn't work, as an alternative there's also the CR_Mannequin_BasicFootIK control rig, which is sticking the character's feet on the ground all the time as he runs. Any fix?
@steinmov Жыл бұрын
Hi, My character does except the Blue Print coding in your tutorial. However, when on a ramp the feet sink part way up to the ankle. I have tried adjusting the size of the collision pill, the height of the character inside the pill and even switching out the non-IK ankle bones with the toe bones. I get too much mesh stretch with the last. Any thoughts would be appreciated.
@inuxys Жыл бұрын
wonderful tutorial! I am trying to do the same thing. Everything seems to be working fine but my "Sphere Trace by Sphere Channel" isnt hitting anything and always returning 0.0.0. Any ideas?
@CountMount-Cristus Жыл бұрын
Great Tutorial. I'm having a problem. The pelvis and the ik bones are moving towards the sphere trace but not the trace hit location. Tried everything.
@CountMount-Cristus Жыл бұрын
I mean Offsset_Z_Pelvis is not getting the lower hit, but the lower trace
@chankulovski2 жыл бұрын
Hey Stephen, me again ! :D Amazing Tutorial as always ! I have another interesting hehe :) ... What do you think this game to be a DEATHMATCH, to consist of Bots ( or multiplayer ) and shooting against each other with them from the other side ? :D Can't wait for the next Tutorial !
@DruidMechanicsGameDevelopment2 жыл бұрын
That could be interesting!
@johncalentine46142 жыл бұрын
Can this be done without virtual ik bones? My current skeleton is from mixamo and does not contain any ik bones.
@DruidMechanicsGameDevelopment2 жыл бұрын
You can add virtual bones
@megtwin2 жыл бұрын
Thanks for asking this question, I too have a mixamo skeleton without ik bones and I had the same question. So thanks again.
@lilgharlequin62092 жыл бұрын
Hey! is there a way to get the character to drop the bow and arrow whilst moving about? so they're not always in the aiming position? I'm an absolute beginner at unreal haha so I have no idea
@DruidMechanicsGameDevelopment2 жыл бұрын
Of course there is! But that's for another tutorial.
@AliElZoheiry Жыл бұрын
Hello Druid, I'm using the same mesh, but I am using animations from Mixamo, and this doesn't work with those animations. Could it be that the IK_Foot bones aren't moving in the custom animations?
@nigildev8308 Жыл бұрын
I think i am facing the same issue. Have you found any solutions to it? If you have, please let me know.
@gamewalababu57694 ай бұрын
I don't know why my character size goes small and big when I jump
@ossywoo Жыл бұрын
Please help! Once I get to 15:41 where I need to add in an 'add (vector)' that does not exist in my 5.1 version of UE5. Neither does the subtract... How do I do this step now please? Thank you!
@ossywoo Жыл бұрын
I figured this out from the Discord in case anyone else gets stuck at this point... 1: Simply left click and drag from one of the translation values on the 'Get Transform - Bone' node (X,Y or Z - doesn't matter which) and let go of left click. 2: Then, type add and press enter. 3: Once you have that node connected, right click on the green connected A pin. 4: Move curser to Templates>Float dropdown and select Vector instead of Float (it looks greyed out but shouldn't matter) For subtract node - do the same process but type 'subtract' instead of 'add' like in step two. Hope that helps someone :)
@shouryasnehal9921 Жыл бұрын
@@ossywoo thx bro👍
@Cat_trot2333 Жыл бұрын
Hi ! my bro , i don't understand why y add 5 units in 16:13 ,could you tell me why :D
@DruidMechanicsGameDevelopment Жыл бұрын
If the mesh ignores visibility, you can omit the 5
@rajeshkumaragrawal3682 Жыл бұрын
Dear Sir, Add vector node is not finding in my Foot Trace graph, I am Using 5.1.1, please suggest. Regards, Rajesh K Agrawal
@Llakar7 ай бұрын
I drug from a vector and made an add that way.
@davidedemurodominijanni98892 жыл бұрын
I still don't get it... this system doesn't allow the feet to adapt to slopes and curved surfaces. I know, as far as I could see around so far, in months since UE5 was officially released, is that I should use IK Rig instead of Control Rig and so far I couldn't make it work either despite it does work in the video tutorials I've been watching all this time. I don't understand what I'm doing wrong despite reproducing exactly what I see in the videos. All this is driving me insane, honestly, and has become my obsession. I raelly hope to get some help with that, in your current or future tutorials. PS: I love archery and I appreciate your videos about that. I'll definitely watch all your videos and I wonder if you already have or are going to have a crossbow tutorial as well. I'll check through your video collection. Personally I use the Modern Crossbow Animations asset, with its blueprint settings, that I bought a few months ago and still couldn't figure out how to implement the the shooting and the arrow control to turn it effectively into a weapon {right now it simply shoots them with no further control over precision and all the good deadly stuff... I can barely see the arrow taking off, flying and hit anything... basically it disappears!}. My guess is the system is identical for bow bows and crossbow, aside the obvious differences, hence I hope your videos about the arrows will be helpful in that direction.
@DruidMechanicsGameDevelopment2 жыл бұрын
Don't get too discouraged. Keep learning and practicing. The more experience you get, the easier it will be to find the mistakes you're making in your code. When you're just starting out, there are a lot of subtle things that you can miss, even in Blueprints. This is why it's very common for students to say they've copied all the steps exactly and it still doesn't work. They're just not experienced enough to realize where they made the mistake. And trust me, it's very easy to follow a tutorial and feel like you copied everything exactly when you've done some things slightly different. I've done it many times. Keep at it, it does get easier.
@llYuki0okami Жыл бұрын
39:00 When I connect my control rig like this, my character's feet stick to the floor during the walking animation and are immobile
@nigildev8308 Жыл бұрын
I think I am also facing the same issue. Have you found any solutions to it? If you have, please let me know.
@llYuki0okami Жыл бұрын
@@nigildev8308 skielet has to have IK bones, if u are using custom skielet then u has to make those bones (need unreal 5, it has a tool for this)
@아무너2 жыл бұрын
Why Y value add 5.0?? I don't understand b
@archimondemiki45612 жыл бұрын
Adding it to start and end point moves the trace towards middle of foot, instead having it somewhere around ankle.
@manishotaval83162 жыл бұрын
Make it multiplayer please in blueprints
@kraulim Жыл бұрын
Man why you did it ... i believe most of the custom characters don't have the IK .... If someone add Virtual bones to follow this tutorial you must to "Refresh" your bones hierarchy to see this Virtual bones.
@testvideo305 Жыл бұрын
I found the control rig is exactly same with ue5 third person template's