Skip to main content
added 178 characters in body
Source Link
moonboots
  • 167.7k
  • 8
  • 114
  • 181

So, here is the solution we've found:

  • Create a controller for your foot, deparent it, parent the foot to this controller.
  • Choose this controller as the Target of your calf's IK.
  • The Chain Length of your calf's IK constraint must be 2.
  • Create a new controller at the bottom of your bone D.
  • Parent this bonesecond controller to the foot controller (Keep Offset).
  • Parent the pole target of your calf to the foot controller (Keep Offset).
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

Also note that you can limit the IK bones rotations in Properties > Bone > Inverse Kinematics, or with a Limit Rotation constraint, depending on the bones and the chosen solution.

enter image description here

So, here is the solution we've found:

  • The Chain Length of your calf's IK constraint must be 2.
  • Create a controller at the bottom of your bone D.
  • Parent this bone to the foot controller.
  • Parent the pole target of your calf to the foot controller.
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

Also note that you can limit the IK bones rotations in Properties > Bone > Inverse Kinematics, or with a Limit Rotation constraint, depending on the bones and the chosen solution.

enter image description here

So, here is the solution we've found:

  • Create a controller for your foot, deparent it, parent the foot to this controller.
  • Choose this controller as the Target of your calf's IK.
  • The Chain Length of your calf's IK constraint must be 2.
  • Create a new controller at the bottom of your bone D.
  • Parent this second controller to the foot controller (Keep Offset).
  • Parent the pole target of your calf to the foot controller (Keep Offset).
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

Also note that you can limit the IK bones rotations in Properties > Bone > Inverse Kinematics, or with a Limit Rotation constraint, depending on the bones and the chosen solution.

enter image description here

added 121 characters in body
Source Link
moonboots
  • 167.7k
  • 8
  • 114
  • 181

So, here is the solution we've found:

  • The Chain Length of your calf's IK constraint must be 2.
  • Create a controller onat the bottom of your bone D.
  • Parent this bone to the foot controller.
  • Parent the pole target of your calf to the foot controller.
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

Also note that you can limit the IK bones rotations in Properties > Bone > Inverse Kinematics, or with a Limit Rotation constraint, depending on the bones and the chosen solution.

enter image description here

So, here is the solution we've found:

  • The Chain Length of your calf's IK constraint must be 2.
  • Create a controller on the bottom of your bone D.
  • Parent this bone to the foot controller.
  • Parent the pole target of your calf to the foot controller.
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

enter image description here

So, here is the solution we've found:

  • The Chain Length of your calf's IK constraint must be 2.
  • Create a controller at the bottom of your bone D.
  • Parent this bone to the foot controller.
  • Parent the pole target of your calf to the foot controller.
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

Also note that you can limit the IK bones rotations in Properties > Bone > Inverse Kinematics, or with a Limit Rotation constraint, depending on the bones and the chosen solution.

enter image description here

added 121 characters in body
Source Link
moonboots
  • 167.7k
  • 8
  • 114
  • 181

If you assign a IK constraint to the bone D, with a controller on its bottom, perhaps with no pole target, but just a target controllerSo, and assign a Child Of to this controller with the first controller as the Target (click on Set Inverse)? Also note that you can limithere is the IK bones rotations in Properties > Bone > Inverse Kinematics, so it doesn't go crazysolution we've found:

  • The Chain Length of your calf's IK constraint must be 2.
  • Create a controller on the bottom of your bone D.
  • Parent this bone to the foot controller.
  • Parent the pole target of your calf to the foot controller.
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

enter image description here

If you assign a IK constraint to the bone D, with a controller on its bottom, perhaps with no pole target, but just a target controller, and assign a Child Of to this controller with the first controller as the Target (click on Set Inverse)? Also note that you can limit the IK bones rotations in Properties > Bone > Inverse Kinematics, so it doesn't go crazy

So, here is the solution we've found:

  • The Chain Length of your calf's IK constraint must be 2.
  • Create a controller on the bottom of your bone D.
  • Parent this bone to the foot controller.
  • Parent the pole target of your calf to the foot controller.
  • Add a Copy Location constraint to your foot so that it sticks to the calf.
  • Add a Damped Track or an IK constraint to the bone D and choose the new controller as your Target

enter image description here

Source Link
moonboots
  • 167.7k
  • 8
  • 114
  • 181
Loading