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.



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:

  • $\begingroup$ 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 '19 at 16:15
  • $\begingroup$ This makes a dependency cycle.. $\endgroup$ Feb 20 '19 at 16:30
  • $\begingroup$ @JaroslavJerrynoNovotny Please, elaborate.... -.-' $\endgroup$ Feb 20 '19 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 '19 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 '19 at 17:19

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