for rotation specifically, try holding control (on a Mac) or control alt or shift on pc to lock to 5 degrees step angle. As of 2.79 the step angle was an option in preferences but couldn't find it in 2.93.
As @dr.Sybren points out here, Since Blender 2.8, there's been a convenience button to disable the constraint, while attempting to maintain the World transform of the constrained object (barring interference from other dependencies):
If you press that, and then delete the constraint, the object should stay where it is. To maintain through animation,(you ...
Ok, I think i got it.
Apply visual transform (select object Ctrl+A - Visual transform) for the second object, and then remove constraints.
Location and rotation transforms from the animation will apply to the second object.
Second answer in this question helped:
Is there a way to convert a constraint to a keyframe?
Your leg rotates because the IK is supposed to always bend towards its Pole Target and for the moment your Pole Target is pretty close to your knee, you just need to move your Pole Target a bit away in Edit mode and it will work fine. Also maybe bend the knee a bit forward in Edit mode:
Fake it 'til you make it ;)
So here is my solution proposal:
just use the object constraint follow path and let the key follow it (Blender does this work for you) - this you see on the left side
you can hide all objects on the left side, this is just where the data comes from
copy your pin and give it an object constraint copy z location to the animated ...
Hardcore, solve-anything animation retargeting, in this case from BVH rig to destination rig:
Make sure your destination rig isn't using any constraints. Duplicate it, then join the duplicate to your BVH rig. In edit mode, reparent all bones from the duplicate to bones in the BVH rig. Give all bones in destination rig a copy transforms (or copy rotation, ...
The issue is that your root bone has (keyframed) non-uniform scale-- scale that is different in its three axes. Non-uniform scale can often create situations where a visual transform is not quite possible, and definitely not easy to calculate, and apparently, Blender's visual transforms do not handle it properly. (Its IK constraints don't handle it ...
You can use a scripted expression, using min() and max() functions.
Let's say you're driving this from the Z position of an empty, the variable for which is named var.
Then if you use an expression like "min(0.96, max(var, 0.499))" then you will get 0.96 if var is greater than 0.96 (because the minimum value of the two is 0.96), 0.499 if var is ...