Feet pass through floor constraint at inconsistent measures

I am using auto rig pro, I do not think it should make much of a difference. But, I am working in a large nature scene and scaled everything down to get higher resolution and make the environment seem bigger. It is just at the point before the camera starts shaking while it is trying to capture the object moving. I cannot ever seem to get the floor constraint to work on my character properly. One foot passes through the floor up to the ankles and then it grows more shallow as the character would step forward, meaning that the foot does not pass through the floor as far. While the other foot does the same thing but at different magnitudes. How can I fix this so that it works as it is supposed to? The size should not make much of a difference. I am most likely going to rerig my character from where it is to start animating. I noticed that it was sending the feet all out of wack when I scaled it down and took it out of the center of the grid a ways. However, the floor modifier did not work scaled up a ways at the center of the grid in the rig scene that I had set up for it, which I appended the character from into the animation scene. Any tips on how to fix this would be greatly appreciated.

Well, lucky for me. I found that I have to find the difference in the offset and so long as your feet were modeled in perfect symmetry that it will respond to the same settings of the offset and work, which is based on the distance from the grid plane. Which I found out in my rig scene. This meant that for my animation scene that I had to lower everything next to the grid as far off as it was by accident and then figure the difference from the grid based on the elevation of the hill. Problem is, is that I need to figure out how to imply the floor modifier so that it follows the hill in its elevation. I saw the shrinkwrap modifier snaps the feet to the surface no matter its elevation, but you cannot lift the foot from off of that to make it look like it is walking. I am sure there is a constraint modifier that will work with this. I just have not found it yet.

I think the only fix for it would be to create an edge along the floor path and extract it out and covert it into a curve and animate it based off of that to follow the path. I think it would work with motion capture, it would just constrain the movements into that path.

There are a lot of potential ways to deal with floors.

  1. Look into the use of a non-deforming bone as a floor. That bone can be shrinkwrapped instead of the foot. It can also be rotated.

  2. Think about the use of new “outside” mode of shrinkwrapping.

  3. If you want to shrinkwrap something and still move it toward/away, sandwich a non-deforming parent in, shrinkwrap that, and leave the child open to manual manipulation.