This option is disabled by default when you create a character so that you can manually manipulate and animate each toe base.
Lock hands to floor in motionbuilder.
Lets you define how stiff and sudden the hand becomes as soon as any part of the hand contacts the floor.
If you want each hand and foot that contacts the floor to have its own floor.
Double click an uncharacterized character in the scene browser to open the character settings then activate the lock option or to keep the settings open throughout this procedure.
We ll then move into how we can use the tools built into the rig to animate quicker such as using pinning to lock a hand or foot to a location using fk ik blending to create nice arcing motion using auxiliary pivots and effectors to create multiple control points and have the rig affect itself and using the floor contact system to prevent.
Motionbuilder uses the reference node to translate rotate and scale the entire character.
There are two components involved in creating a character that respects the boundaries of a defined floor.
Sets the feet to stationary after a specified number of frames where the feet have not moved outside the specified range lock radius and lock angle limit.
Your character must be uncharacterized so that you can edit the mapping list.
Second there is an object assigned to the character that represents the level and orientation of the floor.
Automatic toe base corrects the feet but does not let you manipulate each toe base.
Unless you need to define a specific floor height you can leave the left and right hand and foot floor fields blank.
Motionbuilder will use the grid zero height as the default height of the floor if nothing is specified.
Adjusting the floor contact markers once the characterization is complete set up the feet and hand floor contact points if you intend to use automatic floor contacts.
Using a side orthographic view translates the markers to the heel ball and end of the toes of the biped and use the front view to set the width of.
Make sure floor contacts is active in the character controls show window.
This might cause some unnatural leg movement in some cases but not as bad as the whole figure skating around.
Leave floor fields blank.
Again all i want is a mechanism that detects the proximity of the feet to the floor and as long as they don t move within a certain threshold they will be locked to the ground.
So we looked into motionbuilder.
Tools such as using pinning to lock a hand or a foot to a location using fk ik blending to create nice arcing motion using auxiliary pivots and effectors to create multiple control points and have the rig effect itself and using the floor contact system to prevent the feet and hands from going through the floor.
When automatic toe base is active you.
When set to off lock radius is disabled.
User mode lets you change the lock radius property manually.
Do one of the following.
First there are floor contact markers and finger and toe tips that define what parts of a character s hands feet fingers and toes interact with a floor.
To define the floor for characters.