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I've followed a couple of tutorials to learn how to rig my flying humanoid character. Both of them tell me to unparent feet/hands bones and parent them to added bones that will work as IK handles.

GOOD: this allows me to rotate feet/hands freely while also driving legs/arms IK chains.

BAD: whenever I move the IK handles beyond legs/arms' maximum extension, the feet/hands' bones and mesh follow the IK handle resulting in a stretched mesh. (See screenshot from one of the aforementioned tutorials) enter image description here

This is unacceptable.

Alternatives?

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1 Answer 1

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Parent the foot to the IK controller (therefore now it's unparented from the lowerleg, as explained in your tutorials).

enter image description here

Give your lowerleg a IK constraint with the controller as Target:

enter image description here

Now to make sure that the foot sticks to the lowerleg, give the foot a Copy Location constraint, with the lowerleg as Target, a Head/Tail value of 1, and a Space setting > World Space / World Space.

enter image description here

file here:

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  • $\begingroup$ It works!! ^O^ But why "world space/world space"? Not that I have any alternative or reason to reject this setting, I just wanna fully understand what you made me do. ^.^ $\endgroup$ Feb 20, 2019 at 16:15
  • $\begingroup$ This makes a dependency cycle.. $\endgroup$ Feb 20, 2019 at 16:30
  • $\begingroup$ @JaroslavJerrynoNovotny Please, elaborate.... -.-' $\endgroup$ Feb 20, 2019 at 16:45
  • $\begingroup$ The lowerleg depends on the target through IK constraint, the target depends on the lowerleg through Copy location constraint. The rig does not update correctly because of this. $\endgroup$ Feb 20, 2019 at 17:02
  • $\begingroup$ @JaroslavJerrynoNovotny I cant confirm through practice, now, but I trust your word, AND your link did the trick, thank you! ^^ $\endgroup$ Feb 20, 2019 at 17:19

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