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Let's say I created a plane as the floor

And then I created a cube.

Instead of detecting the center of the cube against the floor, can blender use the surface of the cube.So whenever the surface of both object met, the cube can't cross.

Added Info: Well actually I'm searching for the solution of my rig problem. Often time when I make an animation, the tip of the foot often times went through the ground. So I was thinking, maybe if there's a way to prevent this by using mesh collision detection. Rigid body seems for simulation only

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  • $\begingroup$ Typically, rigid bodies. Floor as passive and the cube as active. But is the point to do that with constraints only? $\endgroup$ – lemon Nov 25 '20 at 12:07
  • $\begingroup$ Do you want to rotate the cube? If not, it's rather simple, if yes, rigidbody will save you from the insane asylum. I'm exaggerating, but it will not be that simple, off the top of my head: there will be several constraints and some math involved. $\endgroup$ – Frederik Steinmetz Nov 25 '20 at 12:52
  • $\begingroup$ You can try addon Drop it gumroad.com/l/drop_it $\endgroup$ – vklidu Nov 25 '20 at 13:19
  • $\begingroup$ Well actually I'm searching for the solution of my rig problem. Often time when I make an animation, the tip of the foot often times went through the ground. So I was thinking, maybe if there's a way to prevent this by using mesh collision detection. Rigid body seems for simulation only. $\endgroup$ – Juan Feju Nov 25 '20 at 16:33
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    $\begingroup$ Just define your ground plane and use a limit location constraint on the foot bone that you animate. It should have the z coordinate of the ground plane entered and only effect z limit enabled. Also make sure it's world space to world space (usually default). $\endgroup$ – Frederik Steinmetz Nov 25 '20 at 16:39
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Try changing the origin of the cube to any vertex on the bottom of the cube:

  1. Select the vertex in edit mode.

  2. Press ⇧ Shift + S to get the cursor menu and then choose Cursor to Selected.

  3. Then in object mode get the object menu and set the origin to the cursor.

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