Humanoid Avatar Animation: feet position not on ground plane

I’ve created a rig that follows the HIK naming convention which has been turned into a humanoid avatar. Even after selecting the Root Transform Position (Y) to be at “Feet”, the animation drops the hips to the ground plane. This also causes the feet to not be planted during the animation (when the character crouches, the feet rise up instead of staying planted).

The fbxs are good - the hierarchies look good and the animations play fine. What am I missing? This usually works with other characters using the same process. THANKS!

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More info:

I’ve also tried “Bake Into Pose”, which doesn’t change the anim, since it still thinks the feet are near the hips.

And I’ve tried adding IK, which only brings the feet to the ground plane while the hips are also at the ground plane!

Any ideas?!

Late reply - for others who have this problem, or for OP if not solved, the models mesh pivot point needs to be modified to be at the bottom of the feet in the authoring package, then re-export.

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