Alright, so I've recently gotten into animating and I'm having a bit of trouble.
Is there any way to lock bones? Example:
I want to anchor the foot of my character in one spot and be able to move the rest of my character while not disturbing where the foot is.
Any help is appreciated.
3Ds Max question
Weird. I think Veegie asked the exact same question on Yayap a long time ago.
Yep.
http://forums.cgsociety.org/showthread.php?t=313696
Yep.
Here was his solution:VG wrote:How do you freeze objects? I don't mean the one where it stops displaying the texture and makes it so you can't select it. I mean, so that it can't move or be rotated.
Example, if I froze a foot in place. And I selected the thigh, it would rotate the thigh and calf, but the foot would remain locked in place.
I remember seeing a button or something along those lines, but now I can't seem to locate it and no one seems to know.
Any ideas?
http://forums.cgsociety.org/showthread.php?t=313696
- GametagAeonFlux
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I think the best way is to write down the coordinates, animate your bones and put in the original coordinates in every individual keyframe, so that it eventually stays in place.
This can be time consuming, so I'll try to look for a better solution.
Check this:

Step 1: Your bone setup. Start from the thigh and work your way down to the toe. Then use HIsolver and link the thigh to the big foot.

Step 2: Link the small toe to the big foot.

Step 3: Result.
Now you can move your leg without moving your toe. I got another solution but that one is more lengthier. Will post it later on if you're experiencing troubles, though.
This can be time consuming, so I'll try to look for a better solution.
Check this:

Step 1: Your bone setup. Start from the thigh and work your way down to the toe. Then use HIsolver and link the thigh to the big foot.

Step 2: Link the small toe to the big foot.

Step 3: Result.
Now you can move your leg without moving your toe. I got another solution but that one is more lengthier. Will post it later on if you're experiencing troubles, though.

