Anyone have any suggestions for ways of animating characters on varying slopes on landscapes? I've no idea what are standard ways of dealing with this, and have been putting this off to some extent. The issues are mainly with larger animals cutting through the terrain on slopes.
I've tried raising animals up higher above the land, but they look obviously 'in the air' in certain positions. I've also tried putting 2 land height probes at the front and rear, so that they change height according to their orientation, but that looks silly with strange changes in elevation as they move. I've also tried changing the pitch angle when rendered, this looks a bit silly (but not out of question lol).
Another possibility is to turn off depth testing against the landscape, but I would have to figure a way of still having it working when they are behind mountains. Perhaps if I push back the depth value of the land this will work.
I have read this article on mechwarrior 4:
https://www.gamasutra.com/view/feature/131863/animation_blending_achieving_.php
and I see they deal with it by having a flat animation, left and right and up and down slope animations, and blending between them. I can do this, but it sounds like a lot of extra animations for a one man team, and it also means I'd probably have to use a lower / upper body split for all animations, rather than be able to use full body. Plus use some performance for the blending (this is on mobiles).
I've not really used IK before in game, is this a realistic / practical solution? Or can I use a simpler system, make some standard poses on flat, and slopes, then measure knee etc angle offset, then blend in these offsets with some scaling at runtime to make the legs more bent or extended?
Another solution is to just design around the problem and make the large animals only able to move over flat ground. I guess this is more what happens in real life, I haven't seen many crocodiles climbing up slopes on nature progs lol.
Any thoughts, experiences on this would be welcome.