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- Articles coming soon
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- Articles coming soon
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- Articles coming soon
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- Character Wizard
- Assembly Definition Files
- Update 2.8
- ootii Phase IDs
- Foot IK and Ramps
- Base Camera Anchor
- Object Interactions
- Input Sources
- Combatant
- Basic Attributes
- Basic Inventory
- ootii Form IDs
- ootii Stance IDs
- ootii Message IDs
- Actor Core
- Reactors
- States
- Multiplayer Networking
- Toggling between 1st and 3rd person views
- Integrating Behavior Designer
- Integrating Node Canvas
- Creating custom casting animations
- Using custom animations
- Creating custom melee animations
- Creating custom melee weapons
- Controlling the attack style with a reactor
- Unity Input System
- Team Licensing
- GitHub Repository
- Motions on new layers no longer work
- Vault
- 3rd Person to 1st Person
- Grounding Characters
- Missing Animations
- Show all articles ( 19 ) Collapse Articles
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- How do I choose how to react to an attack?
- How do I push a character?
- Can I use the MC with a first person setup?
- How can I add footsteps?
- How do I prevent my gun from going through walls?
- Do the ootii assets support Rewired?
- How do I cast a spell from a staff?
- How do I resurrect a dead character?
- Why won't my items equip or store?
- How do motion layers work?
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Grounding Characters
When artists create characters, there really isn’t any standard they have to following. That means we can get into all sorts of odd issues as we import different characters. One of the most common is a character that isn’t grounded correctly.
Typically a character is setup like this:

Above, we can see that the model’s “root” is at the center of it’s feet. This is the point we’ll use to compare the character to the ground.
So, when we add the Actor Controller and Motion Controller and hit play, the character is grounded based on this point.

Every once in a while, I get a report of a character that is either floating above the ground or sunk in the ground.
This typically happens because the model’s root is not at the bottom of the feet or the character’s hip bone is not in the typical spot.
We can fix this by adding a “Body” transform between the character and it’s root bone.

Body Transform
In the picture below, I broke the character out of the prefab. Then, I added a “Body” transform under the character and moved the Hips, Joints, and Surface objects that make up the model under it.


By doing this, we can now adjust the “Body” transform to create offsets that we want for positioning the character. For example, we can lower or raise the character.


Summary
While the best solution is to have a character model where the root is act the position it should be, using the “Body” transform does allow you to control the positioning and tweak things.
Another advantage to having the “Body” transform (even if the character’s root is correct) is that you can rotate the body. I do this in the Swimming Motion Pack.