I wanted to be able to move the hips of a character with it's feet staying at floor level, so I've created IK bones and added constraints. It works; but then, the feet snap to the IK bone's position:
I only need something like "ground limit", to tell both feet to not sink under floor level (for example, when you move hips bone) - and I want to be able to control feet bones independently, so for example: "Ground limit" bones will always stay at the same floor position. When I move the foot bone, it will move independently (to be able to raise feet in air), but when I move the hips bone, the feet will be limited to not go under the floor level. The only thing I need is to be able to use IK so when I move the hips downwards, the legs will bend and when I move the foot, the leg will bend - but to prevent foot bones snapping into foot IK bones position.**
I almost did what I wanted, but still something is wrong, i've created extra hips-to-legs bones to connect legs to hips, this way it works like i want with Auto IK, but when i move one foot, hips are rotating which causes sinking another foot into ground. Here is my .blend file with this setup: pasteall.org/blend/36087 – Any ideas? :(
Update: I will precise the problem even more clearly: How to prevent a bone with IK modifier from snapping into Target object position?