πŸ“—
FPS Animation Framework Legacy
CtrlK
  • πŸ‘‹Welcome!
  • ⭐Introduction
  • Tutorial
    • 🌟Getting started
      • πŸƒβ€β™‚οΈCharacter setup
      • πŸ“·Camera setup
      • πŸ”ΆLayers setup
      • πŸ”·Controller setup
      • πŸ”«Weapon setup
    • πŸ’»Integration
      • πŸƒβ€β™‚οΈCharacter
      • πŸ”«Weapon
      • πŸ”ΈLayers and animator
    • πŸ”₯Animation Workflow
      • 🦿IK Rig
      • πŸ”§Character Animation
      • πŸ”§Weapon Animation
    • ❗Troubleshooting
      • ❔Issue with IK, Left Hand, ADS
      • ❔Broken Character Pose
      • ❔Spinning Character
      • ❔Left Hand IK Always Active
      • ❔Left Hand IK Error
      • ❔Transform NaN Error
  • Fundamentals
    • 🦾Animation System
      • πŸ”ΉPlayables Sub-System
      • πŸ”ΉCurve-blending
      • πŸ”ΈAnimSequence
      • πŸ”ΈWeapon Bone
      • πŸ”ΈIK Animation System
      • πŸ”ΈWeapon Anim Asset
    • πŸ”ΆAnimation Layers
      • Ads Layer
      • Left Hand IK Layer
      • Right Hand IK Layer
      • Locomotion Layer
      • Look Layer
      • Recoil Layer
      • Sway Layer
      • Leg IK
      • Weapon Collision
      • Slot Layer
      • Pose Blending
  • Tools
    • 🟒Validator Tool
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  • Basics
  • Settings
  1. Fundamentals
  2. πŸ”ΆAnimation Layers

Leg IK

Basics

This layer uses a simple downtrace method to prevent leg clipping. This layer is usually added as the last layer in the list.

Settings

  • Foot Trace Length - the length of the downward raycast.

  • Height Offset - start trace point offset. By defualt, it uses the hips position.

  • Foot Interp Speed - interpolation speed.

  • Layer Name - layer mask name.

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Last updated 1 year ago