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Medium 1 für Eintrag HighHeelKit — Heeled Footwear System
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Beschreibung

Overview

Showcase: High Heels for GASP
QuickStart:UE5 High Heels + Foot Placement

Free playable demo

HighHeelKit applies a per-shoe foot posture (ankle + ball angles) to UE5 Mannequin

characters through a post-process Animation Blueprint, so it layers on top of

ANY locomotion (GASP, Lyra, your own) without touching your animation graph. Each

shoe is a DataAsset preset an animator authors once; the system lifts the root by

the heel height so the foot stays planted on the ground.

Documentation

HighHeelKit_README

HighHeelKit_QuickStart

HighHeelKit_SupportedSkeletons

HighHeelKit_FAQ

Key features

- Designer-friendly: set ankle/ball pitch per shoe in a DataAsset. No runtime

clamping fights your authored poses.

- Anatomical angle limits: built-in ankle & ball clamps keep the foot inside its

natural range when walk / run / jump / attack is layered on top — no bone-snapping.

- Post-process AnimBP: works on top of any locomotion system, no graph edits.

- Grounded at any heel height: automatic root-lift keeps the foot planted;

fades out while airborne (e.g. ledge climbs) so hands still reach.

- Runtime shoe switching: cycle footwear live (H / G demo binds, Enhanced Input).

- One-click setup: right-click a SkeletalMesh → "Setup HighHeelKit".

- Self-contained: ships its own UE5-Mannequin-compatible skeleton, post-process

ABP, materials and input actions.

What's included

- 1 post-process Animation Blueprint (ApplyFootwearPosture)

- 1 C++ runtime + editor module (Footwear component, AnimGraph node, one-click setup)

- 13 footwear meshes (SkeletalMesh, skinned to UE5 Mannequin):

3 high heels, 5 boots, 3 long boots, 2 roman sandals (+ barefoot preset)

- 13 FootwearPosture DataAsset presets

- 1 master material + 13 material instances

- 2 Enhanced Input actions (next / previous shoe)

Compatibility

- UE5 Mannequin skeleton (Manny / Quinn). Other skeletons: works if foot/ball bone

names match (foot_l/r, ball_l/r) — the setup tool maps them.

- Tested with Game Animation Sample (GASP) locomotion.

Dependencies

This plugin uses Unreal Engine's built-in Enhanced Input plugin (enabled automatically) for the optional shoe-switching input demo. No third-party plugins required.

Support

- Email: [email protected]

- YouTube: https://www.youtube.com/@AnimsetWeaponMaster

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