You could try creating another IK handle on the disconnected joint and parenting that to the root. That should keep it in place. If that doesn't solve your issue, look up tutorials on rigging fingertip IK, those should have a similar enough setup to get you on the right track
This is a timelapse tutorial to show how to make Blender IK Rigging on 3D character model from FK Rigging on Armature, which the steps is absolutely for Beginners. https://www.cgian.com/2021/11/how-to-make-blender-ik-rigging-for-3d-character-model.html
Oh, it looks cute, but it's already not Ike's concept. Thanks anyway, we will try to change color a bit Yeah, i like Ike's concepts cuz his items pretty different from default =)
A simple IK rig or spline IK could probably work to get the basic deformation and then maybe some corrective blendshapes, probably driven by the joint angles to fix any minor issues that might look off.
Make sure any IK Objects are set to the same objects on the target scene. For example, if set the left hand to use the right hand as an IK object, but you load the bip file on a biped that isn't set the same way the animation won't load properly.
Hi, I worked on this original character (ZBrush sculpt) and now will be working on further texturing him in substance painter, rigging, and animating him, and making him a playable character in the Unreal engine. This thread will document my progress. I originally made the Hippo Warrior’s UDIM texture set 2048
x 2048, and…
I would also advise using CatRig instead of the pretty old IK solvers that ship with Max. CatRig is a hybrid FK/IK system and also has a layers features that would work well for turning on/off different anims like your landing gear.
Another update on that same pose. Will add more poses in a moment tho, adding some IK to her legs, was sort of annoying to fit them to the board without IK ;P The concept pose! ^^ Almost Fixed some contrast on the textures aswell. Fixed the face too