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Known Participant
February 7, 2023

BUG: Limb IK Ground Detection With Multiple Dragger Behaviors fails to move toe

  • February 7, 2023
  • 2 replies
  • 288 views
If I have a puppet rigged like OKSamurai's Yoga girl, and I want some draggers to be "hold in place" like the arms and feet, but I want the torso dragger to be "return to rest" then I would need a local Dragger Behavior for the independent leg layer.

But when I do that, if Ground detection is enabled, then the heel/dragger moves fine, but the toe remains pinned to the ground.

This works fine when there's only one global dragger behavior, but no matter where I put a second one, the toe information is lost.

Nesting local dragger behaviors in the arm layers works fine though, it's just the ground detection info that isn't passed through the second dragger behavior.

Is this fixable?

Thanks!
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2 replies

Jeff Almasol
Adobe Employee
Adobe Employee
February 7, 2023
Would you be willing to provide a shared link to this puppet for us to diagnose? Thanks.
KylePHXAuthor
Known Participant
February 7, 2023
Sure. Here is a link to OKSamurai's LimbIK examples. Look at the girl doing yoga - shes simple and rigged correctly, everything works.

https://okaysamurai.com/puppets/LimbIK.zip

BUT it's the global dragger that determines whether the puppet AND the legs are "hold in place" or "return to rest" - If you try to put a new dragger behavior on the leg so that the puppet could be "Return to rest" and the legs "hold in place" (or vice versa) then the ground pinning breaks and the toe stays fixed and the mesh deforms.

I think it's a bug, because the heel info goes through, just not the toe.

Also, since the body is a parent of the legs, even tho the legs are independent, there is no way to put a dragger on the body either without breaking the legs.

This nested dragger behavior technique works FINE for arms tho, because there is no ground detection, and they are not in the line of succession with the legs.

Thanks!