New requirement for balls of feet to stay over centre of pedestal creates problems for quadruped puppets.
In Early Access I created a quadruped puppet, "Boston Dynamics Spot (WIP)", by remixing the basic puppet. It's basically a puppet bent at the waist with a horizontal torso and hands touching the floor to make the arms look like the front legs.
I used the procedural walking animation with tweaks in the tweak menu to give the illusion of the arms walking as front legs.
The puppet's turning circle seems to be defined by which part of it is over the centre of the pedestal. On my quadruped puppet, this was initially the hips/feet. This meant it turned on its back legs and the front of the quadraped swung around widely which was not ideal.
To fix this, I moved the quadruped back so that the middle of the torso was now over the centre of the pedestal. This allowed a much more controlled and realistic turn for a four legged creature.
This also meant that the collision pill was located in the centre of the quadruped, meaning the front of the quadruped would lift up and down accurately when walking up and down ramps.
However with the new launch update, it now forces the balls of a puppet's feet to remain over the centre of the pedestal while using the procedural walk.
This means the back legs of my quadruped now lurch too far forward in order to reach the centre of the pedestal, which now makes the walk look bad. The only way I can fix it is to move the quadruped forward over the pedestal so that its feet and hips are over the centre. But this brings back the issues of the turning circle changing and the collision pill being more toward the back of the puppet, causing issues with the front being able to move up and down ramps correctly.
I believe most quadruped puppets will be experiencing this problem with the new update.
Is it possible to change it back so the balls of the feet don't need to be over the centre of the pedestal? Out of interest, why was this change made? If it isn't possible, is it possible to allow us to define the centre of the puppets turning circle, and have more options on how to control the position and shape of the collision pill?
@HeartFactory-KW thanks a lot for your reply and for taking a look at the puppet for me - I really appreciate that.
I understand the biped puppet is designed for exactly that - biped puppets so there was always going to be some trial and error and issues with making quadruped puppets from it. I thought making a custom walk animation would be my only option at this stage but was putting it off as a last resort as I'm a bit intimidated by it! If you have a video that gives some guidance I would really appreciate it and think it would help a lot!
That's exciting news that there is a proper quadruped puppet on the way! I think that will be a really great addition to the game. Even when working on my quadruped it's difficult to get the arm/front leg movements the same as the back legs as the options in the tweak menus are different. Plus the arms/front legs clip through things like ramps and don't walk up properly so I had to cheat that a bit. So a proper quadruped puppet should hopefully make all that a lot easier!
Thanks again for your help!
I'm sorry That this change has effected your Quadruped in this way. We have made these changes with the Bipedal puppet in mind.
A quadrupedal Puppet is planned and would have its own rules about foot placement.
I have had a look at your BD spot character and been unable to find a good workaround for you other than to animate a bespoke quadruped walk/run cycle and note use the procedural animation.
I can make a video to show how to do this if you would find it useful?
Thanks for reporting. We will investigate if there us a solution.