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DP0021: How to lock a cutout character’s foot to the ground,
when you have done interpolation between keyframes
After you have done your keyframe posing, and have kept your
feet grounded using the Onion Skinning, you will notice that once you add
interpolation between the keyframes (Motion Keyframes), the grounded foot will
“slide” into the floor. This is normal.
How to fix: This will be fixed by using Inverse Kinematics tools. IK
Constraints, to be more specific.With the
IK tool selected (remember that IK only works if a character is built in
hierarchy mode), lock the grounded
foot of your character with the Nail (shift+leftclick) and with Hold
Orientation (shift+middleclick). Nail that foot's upper thigh as well (pivot
area where the upper leg joins the waist). Keeping only the foot selected with
IK, use the "IK Keyframe" icon to select from what keyframe to what
keyframe you want to have constraints set. For example, if you want to
constrain the foot between keyframe 16 and 22, you must go on frame 16 and
press the "IK Keyframe" (diamond+KF button), then go to frame 22 with
your slider so that you see 16 > 22 in the grey box. Once on frame 22, you
will press the "Apply IK Constraints" (diamond+C button). You will
notice many red squares appear. This means that your foot has a keyframe on
every frame so that it doesn't move. Your foot is now grounded for those
frames. Suggestion:
do all the animation key poses, F6 (insert keyframe) all of those poses as you go, then add interpolation. Once you’re done, go
back and apply the constraints on all of the keyframes where you need the foot
to stay grounded, in the manner mentioned above. Do one foot at a time. NOTE: This is not a problem when animating an open rigged cutout
character, because since you cannot interpolate between keyframes in this
style, you will be placing your foot correctly keyframe by keyframe, similar to
traditional keyframe animation that doesn’t rely on automatic interpolation.
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