Now that we've got the rig, let's do a quick section on how to move the character with it to fully demonstrate the Human IK feature:
1. Select the male character and press the Home key to center the character.
2. To give us something for reference, double-click on the Floor_001 prop located in the Wall and Floor sub-folder of the 3D Blocks prop folder to load it into the scene. Set its parameters to:
Move: X= 0.0, Y=0.0, Z= -15
Rotate: X=0.0, Y=0.0, Z=0.0
Scale: X=100.0 Y=100.0, Z=100.0
3. Save the project.
4. Select the Box_001 prop and choose the rotate tool from the top toolbar.
5. Press Ctrl + Q to toggle on the gizmo, if it's not already visible. If the Rotate gizmo is not visible in the viewport then zoom out until the gizmo is visible.
6. Select the green axis and roll the axis up and down with the rotate tool to view the interaction of the character with the scene and the floor.
7. Press the Undo button or use the Ctrl + Z shortcut to undo our movement.
8. Select the character, right-click and choose Edit Motion from the Motion Menu.
9. Click on the Reach Target button at the top left to make sure you are looking at the Reach Target section of the popup Edit Motion Layer dialog.
10. Click on the circle of the right ankle then press the Lock to Original button. Select the circle on the left ankle and click the Lock to Original button. Both ankles should now have an "L" in the circle, showing they are locked in place.
The following image shows the ankles locked in place:
11. Select the Box_001 prop with the Rotate tool and rotate the box to the top on the green axis just like we did before.
12. Press the Undo button or use Ctrl + Z to undo the last operation and save the file for future reference or use, should you ever need it to refresh your memory to use as a starting off point.
The following images shows the result of Human IK constraints when parts of the body are locked and properly targeted:
We used the Box_001 prop to move parts of the male character's body, but the feet were forced through the floor due to the Human IK constraints which pushed the body down. To eliminate this problem we used the Lock to Original feature of the Reach Target system to lock the feet in to place, making the body move as a human body would were we in a similar situation.