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Rigging high heels in 5.7

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RabidRabit polycounter lvl 13
Wondering if there's any unreal enjoyers in the chat? Apparently high heels in a game engine is a whole thing  :skull:

I'm using the gameplay animation sample stuff in unreal which is pretty cool, and it's even cooler that I'm able to intervene by making some edits to the CR_Biped_Footplacement rig within the animation blueprint which allows me to kick the heels up. Issue is the shoes are skinned to a mesh that's flat footed.. so naturally they follow the mesh into its new position. 

Any thoughts on the matter are welcomed!

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  • RabidRabit
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    RabidRabit polycounter lvl 13
    I did end up figuring this out. Exported the skeletal body mesh from unreal to maya, moved the feet into the heel position with the foot_l/foot_r and ball_l/ball_R bones. From there I copy/transferred the weights from the body mesh to the shoes and moved everything back before exporting just the shoes which were then brought into unreal as an SKM with the new weight info.

    My custom heel lift stuff was a bit janky with the GASP animations so I used "HighHeelKit" for unreal 5.7 to handle the run time heel lifting instead and it worked super well.

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