Contact Truth Solver
Notion Properties
| Field |
Value |
| Tool |
Contact Truth Solver |
| Package |
Create: Animation & Modeling |
| Category |
Animation |
| Status |
Live |
| Last Verified Unity |
2021.3.45f2 |
| Script |
Assets/EQLabs/Editor/Create_AnimationModeling/ContactTruthSolver.cs |
Purpose
Detects likely planted-contact windows for feet, hands, or props so animators can ground clips and place events from measured motion instead of guesswork.
Menu Path
EQLabs/Creation/Animation/Contact Truth Solver
Who It Helps
- Animators
- Technical animators
- Gameplay animators
- Animation QA support
How to Use (Step-by-Step)
- Open Contact Truth Solver from the Animation menu and assign the clips you want to analyze.
- Assign a sample rig root whenever possible, then auto-fill common humanoid probes or enter the contact transform paths manually.
- Tune the height and speed tolerances for each probe until the contact definition matches the clip style you are targeting.
- Run the solver to detect likely planted-contact windows for each clip and probe.
- Review the time ranges and confidence values, then export the JSON report if you want a sharable grounding reference.
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