Personally I would just turn the IK off and forward animate the pedaling motion. IK looks better when there's a force on the end of the limbs. For free floating movement often FK is easier to get a realistic motion.
I would make IK (rp solver) chain from hip to heel, then use IK (sc solvers) single bone chains for each section of the foot. Foot is everything from heel down. What you're calling "ankle" is really ball of the foot. Control the foot with a standard reverse foot lock setup. You'll find plenty of info if you google reverse…
Hi everybody. I'm working on a gargoyle animated character for the game design course I'm following and I've stumbled on a problem with IK chains for the legs. [WARNING: this is my very first attempt at rigging and animation, vague directions won't help, please provide detailed solutions.] The green line includes hip, knee…
@sprunghunt ; @BIGTIMEMASTER ; So....there's no way to use a single controller to extend/contract the whole leg in one go? Or to use two controllers to manipulate two overlapping IK chains? Originally, the second controller would only move the last bone of the leg, from "heel" to "ankle", but then I thought that animating…