I have a makehuman model that I want to use for animating. However, with the current forward kinematics, it's very difficult to animate each bone one by one. So after messing around, I figured out how to use inverse kinematics. However I'm having trouble making the legs calculate their rotation realistically.
The legs when I did the IK looked like this:
The problem is the legs aren't turning on the Z axis so that the foot faces the direction it is at. It only really utilises the X and Y axis. How am I able to make it so that it can only move on its own local Y axis (which is based on its own rotation) with that rotation controlled by the Z axis?
The end result should look something like this.
This is what it currently looks like:
Note how from the top-down view, the foot is not facing in the same direction from the leg bone. Its angle is very off.