0
$\begingroup$

I am animating a human character. It is bit irritating that I need to go and adjust its feet for every animation I do.

Is there a way, through a constraint, to plant a bone at certain LocRot and not alowed to be moved by the IK? (Actually cannot work well with IK when I think about it).

Or rather, tell the rig that no vertex can cross 0 of Z. That will do it even better.

$\endgroup$
1
$\begingroup$

well, you can place a bone(anchor) in the desired location on the floor, then add a copy location and copy rotation constraints to the feet targetint the bone(anchor). then when the influence of the constraints is 1.0 the foot will be stick to the floor(the anchor bone position/rotation). you will have to keyframe the influence value that can be easy adding a driver for it.

$\endgroup$
  • $\begingroup$ My feet are not part of IK, it a seperate bone that is connected to the shin bone which is the one with IK constraint. Because of this the feet dangle when changing poses of the character and have to manually adjust them to sit flat on the floor. $\endgroup$ – Evgeni Petrov Jul 26 '16 at 11:45
  • 1
    $\begingroup$ well, you can place a bone(anchor) in the desired location on the floor, then add a copy location and copy rotation constraints to the feet targetint the bone(anchor). then when the influence of the constraints is 1.0 the foot will be stick to the floor(the anchor bone position/rotation). you will have to keyframe the influence value that can be easy adding a driver for it. $\endgroup$ – nexxio Jul 26 '16 at 16:10
  • $\begingroup$ Would you edit your answer with this answer so I can mark it as an answer? $\endgroup$ – Evgeni Petrov Jul 27 '16 at 8:02
  • $\begingroup$ @EvgeniPetrov edited the answer with the one in the comment. $\endgroup$ – nexxio Jul 27 '16 at 20:17

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.