Should I tweak state blending to stop feet from sliding in procedural animation?
#1
I’ve been trying to implement a proper **procedural animation system** for my character’s movement, but my results feel floaty and disconnected from the terrain. I’m blending between states based on velocity, but the feet still slide and the sense of weight is just off.
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#2
I had the same floaty feel, and I found the fix was more about contact than fancy blends. I added a tiny ground projection for each foot and a short IK lerp when the foot lands, which kept the weight anchored and cut the sliding a bit.
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#3
I kept a little debug log for weeks and watched the vertical error spike on faster steps. Slowing the foot target updates and capping how high the foot could step helped a lot. Not perfect, but I felt the contact more solid.
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#4
I realized my hips were trying to stay perfectly level while the terrain tilted. I loosened the torso expectations and let the spine follow the velocity a touch, so the body weights over the leg without fighting every slope. It made the motion feel heavier, even if it wasn't precise.
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#5
Could it be the real problem isn't the feet sliding but how the root motion and pelvis align on uneven ground?
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