Turn In Place
The Turn In Place rig plays procedural steps when you turn while standing still. The hips hold their direction and the spine twists to follow the view. When the twist gets too large, the feet step to catch up.
Add it from the IK list, in the Full Body Awareness Controller folder, or with Setup Selected Character. It needs the Full Body Awareness Rotation unit.
How a Turn Plays
- Lead step. The foot on the turning side lifts and opens towards the new direction. The hips turn part of the way, and the weight shifts onto the planted foot.
- Trail step. The other foot closes in while the hips finish the turn.
Large or continuous turns chain step pairs, so a 180 degree turn takes two pairs.
- Planted feet stay planted. They only pivot a little on the ball of the foot.
- Steps land where the view is now, not where it was when the step started. Quick flicks make the steps shorter and faster.
- Each step lifts the foot in an arc with a heel roll. The knees point over the toes, and the pelvis dips and shifts with every step.
- The landing spots are checked against the ground, so stairs and slopes work.
- When you start moving, the feet go back to the animation in about 0.06 seconds.
- While this rig turns the body, the Rotation unit's turn animation parameter stays at zero, so turn animations do not fight the steps.
Fast Turns
Past Spin Angle, or when the view turns faster than Spin Speed, the body follows the view right away and the feet keep stepping. The planted foot pivots on its ball while the other foot steps around. When the view stops, a last step pair tidies up the stance.
Raise Spin Angle if you want more turns to use the calmer step pairs.
Settings
| Setting | Default | What it does |
|---|---|---|
| Turn Threshold | 50 | Degrees of upper body twist before the feet start stepping. |
| Settle Angle | 22 | Keeps stepping while the twist is above this angle. |
| Max Turn Per Step | 95 | The largest turn covered by one step pair, in degrees. |
| Step Duration | 0.3 | Seconds per step on a calm turn. |
| Fast Step Duration | 0.16 | Seconds per step on a fast turn. |
| Urgent Angle | 100 | Degrees of twist at which the steps are fastest. |
| Spin Angle | 95 | Degrees of twist from which the body spins instead of stepping. |
| Spin Speed | 360 | Look speed in degrees per second that counts as a spin. |
| Spin Turn Time | 0.1 | Seconds the body takes to follow the view while spinning. |
| Lead Share | 0.6 | Share of the turn done by the first step. |
| Step Height | 0.07 | Meters the foot lifts. |
| Foot Roll | 12 | Degrees the heel lifts while stepping. |
| Ball Pivot | 0.35 | How much a planted foot pivots on its ball. |
| Ball Offset | 0.13 | Distance from the ankle to the ball of the foot, in meters. |
| Knee Hint | 0.6 | Steers the knees over the toes. |
| Hip Shift | 0.35 | How far the hips shift towards the planted foot. |
| Hip Dip | 0.015 | Meters the hips drop in the middle of a step. |
| Weight | 1 | Overall weight of the rig. |
| Stationary Delay | 0.08 | Seconds standing still before the feet plant. |
| Lock Blend Time | 0.12 | Seconds the feet take to plant. |
| Release Time | 0.06 | Seconds the feet take to go back to the animation. |
| Ground Probe | On | Checks the ground under each step. |
| Ground Layers | Default | Layers that count as ground. |