I recall seeing a video in the monthly WIP thread a long time ago that was using the new Animation System with inverse kinematics and physics ( I think?) to make an animated character model go up a set of stairs without having its walk animation cause the feet to clip through the stairs.
I am trying to figure this out now that I am working with the DynamicAnimControl and AnimComposer on 3.3 for my NPCs, but can’t find that topic and I am struggling to figure anything else out on the idea.
I was going to procrastinate this problem until a later date, as I thought this feature was mostly a visual thing that wouldn’t affect gameplay, even though the animation clipping with feet and legs can get really ugly in hilly and uneven areas.
However, now that I am working with the DynamicAnimControl’s ragdoll and dynamic modes that interact with physics, I have noticed that it is imperative that the legs are not clipping through any other phyics bodies when a walk animation is playing with the AnimComposer. From my testing so far, this can accidentally (and wrongly) pin the NPC to the ground if the DAC’s ragdoll or dynamic force mode gets activated while a limb is clipped through another physics object.
This functionality also seems necessary for making an NPC recover from a big fall / knockback that uses ragdoll mode. Once an NPC is done being knocked back they will be laying on the ground in the DAC’s ragdoll mode, then I blend to kineamtic mode while rotating the the NPC onto its stomach and playing a stand animation, so the NPC can recover - but while this recovery process occurs, the bone clipping is very noticeable.
Any help figuring out how to do this type of Inverse Kinematics with animations and physics is greatly appreciated