Hi guys, this will be my first post here! I knew I would get around to making use of this forum once I hit a major hurdle, maybe someone can help. I have an awesome robot model I’ve rigged up with IK control bones. He’s got four legs with three bones each, and a single bone that controls his abdomen. Each moving part is its own mesh. None of the bones deform the meshes, instead each bone is the parent of its own mesh object, all in a logical fashion. I should mention right away that this is my first rig aside from a few basic test rigs.
The problem I’ve encountered is that there is no good way for the floor constraint to help with a rig consisting of multiple meshes(?). I discovered that the IK control bone with a floor constraint doesn’t stop the legs themselves from piercing the floor. Instead they can and will pierce the floor and continue to track the control bone.
SO, thinking I was being smart, I moved the origin of the feet to their bottom-most vertex, and applied the floor constraint to the foot objects themselves, which did indeed stop the feet, but eventually causes them to separate from the next mesh up in the chain.
Thinking I was smarter still, over several hours, I added distance constraints to all the objects so that all the joints would stay together, only to discover that ultimately the kinematics will always override constraints on their child objects. Should have seen that coming, but hey, it’s my first time.
So now I’m wondering - is it possible to rig a model with separate meshes for each part (like a robot) to be unbreakable once constraints are involved? OR, what is the best practice for constraining the feet of such a creation to the floor?
Ideally, in this scenario at least, blender would splay the feet apart before breaking the joints, or just stop you from transforming when it would break the joints, but I doubt that’s possible or desirable in most situations.
Ideas, please? Thanks in advance, I’ve already learned a LOT here just by lurking.