Inverse Kinematics (rotation of the final bone)

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If you take a simplebiped and move the pelvis down, the feet remain stationary, they do not move or rotate. When I add IK myself I can block the movement of the finite bone such as the foot, but I can not lock the rotation http://take.ms/FfzHnf [take.ms] What is responsible for the fact that this bone was locked absolutely?
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in the simpleBiped, the foot bone is the child of a blend object
the blend is passing rotations for the foot between the IK and FK - the rotations for the foot don't come from the calf bone but from the IK control itself.

Attachments:
foot_rotations.png (103.1 KB)

Michael Goldfarb | www.odforce.net
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I added a Twist Afector to the last bone http://take.ms/fzdRS [take.ms]

Need to create a Null, place it in front of the bone and in the KIN_Chops indicate this Null for the Twist Afector

This can be done while adding kinematics :-)
Edited by dddmod___ - Dec. 2, 2018 07:51:06
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when adding kinematics one of the options is to add Inverse kinematics with Twist
Michael Goldfarb | www.odforce.net
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Maybe someone will come in handy. In order for the foot to rotate exactly along with the pivot it is necessary also to add in a hierarchy chain_twist. Here's an example http://take.ms/8sTuX [take.ms]
Edited by dddmod___ - Dec. 6, 2018 17:52:19
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goldfarb
when adding kinematics one of the options is to add Inverse kinematics with Twist

Yes, but I didn't realize it was interconnected. Now for me already a lot has become in the places
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