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 Can we FINALLY get an answer on how to move feet? 
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Post Can we FINALLY get an answer on how to move feet?
I have searched the boards and the wiki, and for some reason no one knows how to move an actors foot offset.

I'm working on my Punisher actor, but there is a problem. His feet are like 15 pixels above the ends of his legs.
Image

I have tried altering every variable but nothing seems to work. Surely SOMEONE knows how to change where the feet attach to.


Fri Jan 15, 2010 5:08 am
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Post Re: Can we FINALLY get an answer on how to move feet?
Tried the offset of the foot groups?


Fri Jan 15, 2010 6:08 am
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Post Re: Can we FINALLY get an answer on how to move feet?
Duh102 wrote:
Tried the offset of the foot groups?


You mean the atom groups? Where you set the vectors for the "real" foot?

If so, then yes. It just made the foot act strangely and didn't really help.


Fri Jan 15, 2010 8:12 am
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Post Re: Can we FINALLY get an answer on how to move feet?
Tried changing the MaxLength of the leg?


Fri Jan 15, 2010 8:21 am
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Post Re: Can we FINALLY get an answer on how to move feet?
Grif wrote:
Tried changing the MaxLength of the leg?


Yeah, I tried that and the feet went to the right spot but...


well...

Image


Fri Jan 15, 2010 8:32 am
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Post Re: Can we FINALLY get an answer on how to move feet?
Maybe ParentOffset?


Fri Jan 15, 2010 8:52 am
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Post Re: Can we FINALLY get an answer on how to move feet?
MaximDude wrote:
Maybe ParentOffset?


ParentOffset doesn't do anything.


Fri Jan 15, 2010 8:56 am
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Post Re: Can we FINALLY get an answer on how to move feet?
I also had this problem whilst trying to make an actor, I really have no idea how the whole leg works, it's a ♥♥♥♥ of different variables that control the whole movement, with the same walkpaths you can drastically alter (or not, which is sometimes not what you want) the actual walk cycle by changing foot offset and max length and everything, IMO this really needs changing to an easier system. I honestly don't see why they just omit the foot attachment area and just rely on the walkpaths with variables to control the extension of the leg IN the walkpath and possibly foot angle, a system that would be much easier.


Last edited by robolee on Fri Jan 15, 2010 1:49 pm, edited 1 time in total.



Fri Jan 15, 2010 1:43 pm
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Post Re: Can we FINALLY get an answer on how to move feet?
I actually remember changing the foot offset several times without side effects... I just forgot what offsets I changed... >___________>'


Fri Jan 15, 2010 1:45 pm
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Post Re: Can we FINALLY get an answer on how to move feet?
JointOffset?


Fri Jan 15, 2010 1:48 pm
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Post Re: Can we FINALLY get an answer on how to move feet?
Lizard wrote:
JointOffset?


Hmm...

Well, I can change the Y axis to on the foot jointoffset to move it up and down, but everything else screws up. The feet themselves go through the ground, and he walks like in the GIF I posted.

Perhaps I need to do it this way. Change the foot atomgroups to account for the feet now going straight through the ground, and do some walkpath trickery to fix the now--for some reason-- broken walking?


Fri Jan 15, 2010 5:06 pm
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Post Re: Can we FINALLY get an answer on how to move feet?
ParentOffset of foot, ExtendedOffset/ContractedOffset/IdleOffset of leg, and change walkpaths to prevent odd walking. That should put the foot in the right place without any side-effects.


Fri Jan 15, 2010 6:08 pm
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Post Re: Can we FINALLY get an answer on how to move feet?
It's like everything and nothing changes the foot position, and never in a way you expect.

I'm making some progress but this sure is painstaking.


Sat Jan 16, 2010 2:17 am
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Post Re: Can we FINALLY get an answer on how to move feet?
I swear, we're never gonna get somebody who knows exactly how this all works right down to the ability to produce some nice easy-to-understand diagrams. Since really, that's about what it'd take to ease people's confusion on the issue.


Sat Jan 16, 2010 5:56 pm
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Post Re: Can we FINALLY get an answer on how to move feet?
Darlos9D wrote:
somebody who knows exactly how this all works

This would be a nice person to meet. I'm thinking Data is probably the closest you'll get to this hypothetical person, but even then he doesn't mess with his own game much.

A debug mode with all the AtomGroups visible and multicolored (similar to MOID view) would be awesome.


Sat Jan 16, 2010 6:02 pm
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