While working with an IK setup i have an animation of a character climbing. I need to make sure feet dont stick through the wall during the animation, and since i use both rootmotion and rotation of the capsule to align character to wall, i end up sometimes with the feet in wall.
Ideally i want to solve this by using the original animation without any IK changes as the starting point for tracing to figure out if the foot is i side the wall, and then making a second trace abit further out to find the wall, and the use the FABRIK/two bone ik node to put the foot on the wall. However since the location of the foot then changes for each frame, the foot wiill start to drift along the wall.
So i am looking for a way to get a bone position at a unmodified/fk animation so i can consistenly use that as my tracing point.
Now i guess i could alter the animations to make fk_foot bones follow the animation of the feet to use those instead, but feel its a ■■■■■■ workaround. Any ideas?