Re: Legs hovering a bit over the ground
First, you'll need to make or generate (either is fine) some atom groups of your own.
Then it is as simple as making sure that the foot JointOffset matches the JointOffset of the atom groups.
I had this same problem a while ago, and
search really helped.
If it isn't JointOffset, try something else from this oldish post of Geti's.
Geti wrote:
JointOffset: where the leg is attached (hip joint)
ExtendedOffset: where the foot joint should be in relation to the hip joint when the leg is fully extended.
ContractedOffset: where the foot joint should be in relation to the hip joint when the leg is fully contracted (you should sprite it so this can be quite a small vector)
IdleOffset: not used due to walkpaths always being active.
MaxLength: Used to limit the radius the foot can move inside.
the foot should have the same jointoffset as the atomgroups and be ~the same size.
Your limbpaths will need a lot of editing, otherwise he'll do a crazy foothop. you might also need to up or down the movespeed to get it looking acceptable graphically.
Need to get this lot on the Wiki, at some point.