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[edit] Floor Constraint
Mode: Object Mode and Pose Mode
Panel: Object Context → Constraints
Hotkey: F7
[edit] Description
Animation Tip:
When you animate foot placement on the floor plane, always be sure to use the option VisualLoc from the Insert Key menu, or enable Use Visual Keying from the Auto Keyframing menu in the User Preferences.
The Floor Constraint allows you to use a target object to specify the location of a plane which the affected object cannot pass through. In other words, it creates a floor! (or a ceiling, or a wall). This only works by default with planes of the global coordinate system.
[edit] Options
- Sticky
- Makes the affected object immovable when touching the plane (cannot slide around on the surface of the plane), which is fantastic for making walk and run animations.
- UseRot
- Takes the target object's rotation into account.
- Offset
- A number of BU's from the object's center. Use this to account for the distance from a foot bone to the surface of the foot's mesh.
- Max/Min
- Which axis is the floor? Things normally stick "down" Z, but can walk on walls as well.
- Head/Tail - With Bone targets only
- A number from 0.0 to 1.0 that represents the place on the target bone to use for the Floor (0.0 = the bone's root; 1.0 = the bone's head)
[edit] Example








![[]](/skins/blender/open.png)
