https://www.posetteforever.com/viewtopic.php?f=1&t=3553&p=41962#p41962
-----------------------------------
Lickitung
Wednesday, 10 February 2010, 03:01 AM

Re: Short-legged Figures In Poser [4]
-----------------------------------
Turtlecroc,

I did some experimentation today...
That outline you're talking about on the feet is the root of the IK.  You do have IK on in your animation.  Think of it as the anchor of your figure.  You'll see this if the foot leaves the area of the root's geometry, it's main influence will usually be that the toes point towards the root if they aren't animated as well.  it's likely you won't see this happen in the animation cause most poser pz2's or BVH's ((I think that's the animation files for poser, not sure)) have info saved for every part of a figure's body.

I think the reason for your character's feet leaving the ground is the modified geometry.  Adjusting figure size or just leg space throws off the animations sync, if that's easier to understand.  A good way to see what I'm talking about is to look at the game Secondlife.

Secondlife allows Poser made animations to be imported for use in world.  However, making these means they're for a preset body size and premade proportions.  SL doesn't modify these when you put them on a differently proportioned avatar.  Hence the Aforementioned 'hands going through each other' for a clap.

Your best bet would be, before rendering, to adjust the animation.  I've yet to actually use Poser's animation function, but if it works the same as other animation programs, just cycle the animation to the frame where the foot is furthest from the ground, move it down and keyframe it there.  that should solve the problem unless Poser uses a wave model for animation movement... then it gets more complicated :/


