NGL its kinda surprising how poor the IK and collision stuff is in this game, tons of folks make characters for VRchat that do all of that pretty well. not to mention we had stuff like Gmod a billion years ago that let you do ragdoll and posing of characters with the fuckin tool gun so its wild that the characters feet (or any other part really) dont have collision with the ground or pmuch anything else really, and most other body parts for that matter. i'm still a noob at 3d character modeling and havent got to rigging and doing skeletons yet but i have some surface level knowledge and i feel like given how long this game has been around they should be a little farther along with their physics model and IK at this point. i mean i still think the game is cool, far be it from me to complain about something im pirating anyway but there are a LOT of people who are actually paying for this, and new characters and environments can only get you so far.
The issue is that IK is very particular to:
* How your trackers are positioned (this includes controllers and HMD)
* How the model is set up (IK requires very specific tuning)
* The shape of your body compared to the shape of the model.
Heat, for whatever reason:
* Automatically designates the points your trackers connect to without showing you what & where you're calibrating. There is no way to do actual calibration that would normally resolve placement issues.
* None of the bodies are configured appropriately for IK in the first place.
* Exacerbates differences in shapes by, again, not allowing you to calibrate tracker positions appropriately.
It's not even a "my feet don't touch the floor" problem, it's a "the orientation of the model's bones are completely wrong because Heat can't play nice with trackers." The playerbody FBT very frequently ends up scrunched, rotated at odd angles, and facing the wrong angle compared to the HMD. It's an improvement over the previous version where it was literally "the player FBT is stuck in the floor at all times while your viewpoint floats above," but it's still pretty terrible.
I think really what it boils down to is that Heat is not a game designed with FBT and that level of interaction in mind. It was built as a "fixed pose gallery in VR" style game with some limited interactions involving toys & pose adjustments. Again, perfectly fine & they do well at that, but then I'm still left wondering why they're bothering with FBT at all.