Skip to main content
Inspiring
June 1, 2022
Question

Toes Pinned/Fixed When They Shouldn't Be

  • June 1, 2022
  • 1 reply
  • 531 views

When I add a handle to the toes of my puppet's (independent) legs and tag them as toes, even though it's not a pin and not fixed, the toe cannot be moved along with the draggable ankle. The toes do move when the Walk behavior is used. How can I make the toes stop pinning?

 

I have Limb IK and ground detection armed but not Initial Foot Pinning.

 

Thanks.

This topic has been closed for replies.

1 reply

CoSA_DaveS
Adobe Employee
Adobe Employee
June 2, 2022

Try setting Walk’s Strength parameter to 0%. That should let you drag the ankle without Walk holding the toe in place. Assuming that works, you can choose between drag-control and Walk-control by animating that Strength parameter to zero whenever you want to control by dragging. You can use the dot-dot-dot menu next to the Strength stopwatch and choose Create Hold Replay and Trigger. Then set it back to 100% and invoke that trigger to set to zero dynamically.

HouHouHouAuthor
Inspiring
June 3, 2022

Didn't work, but thanks. The toes are not draggable, just the ankles. It pins them even when I have Walk completely turned off and when I remove the Walk behavior altogether.

 

Here's both feet dragged by the ankles. The left foot has a toe, the right foot has no toe...

And here's the rigging, based on Hopscotch the frog...

 

CoSA_DaveS
Adobe Employee
Adobe Employee
June 6, 2022

For forward-looking feet like that you might want to just remove the Toe tags completely. Though from the outline shown there, it looks like you have sideways-pointing toes too. So you might want separate views for left/frontal/right so that you can have the Toe tags in different positions for each view (with none in the frontal view).

 

If you share the .puppet file with me via DM we can look at the rigging to give a better answer as to why the Toes would be stuck like that even when Walk is off.