Lock Hands To Floor In Motionbuilder
So we looked into motionbuilder.
Lock hands to floor in 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. If you want each hand and foot that contacts the floor to have its own floor. Make sure floor contacts is active in the character controls show window. The feet floor contact options are similar to the options in the hands floor contact group.
To define the floor for characters. When set to off lock radius is disabled. 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. 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.
User mode lets you change the lock radius property manually. 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. At 50 the hand translates gradually after coming into. This option is disabled by default when you create a character so that you can manually manipulate and animate each toe base.
Motionbuilder will use the grid zero height as the default height of the floor if nothing is specified. Leave floor fields blank. Second there is an object assigned to the character that represents the level and orientation of the floor. Unless you need to define a specific floor height you can leave the left and right hand and foot floor fields blank.
Automatic toe base corrects the feet but does not let you manipulate each toe base. 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. 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. 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.
Do one of the following. Motionbuilder uses the reference node to translate rotate and scale the entire character. For example using motionbuilder default settings but only adjusting the hands contact stiffness to 100 as soon as the fingers of the hand come into contact with the floor the hand stops translating. This might cause some unnatural leg movement in some cases but not as bad as the whole figure skating around.
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. There are two components involved in creating a character that respects the boundaries of a defined floor.