Floor Constraint¶
The Floor constraint sets up a flat and infinitely large floor (or wall, or ceiling) which the constrained object or bone cannot pass through.
Like other constraints, the Floor constraint only looks at the origin for objects; their geometry is not taken into account. This means that, if a cube’s origin is at its center and a Floor constraint is added targeting a floor plane, the cube will still be able to sink halfway into the plane. The Offset can be used to mitigate this.
See also
Options¶
Floor constraint.¶
- Target
The object or bone that defines the location, and optionally the rotation, of the floor.
- Offset
Moves the virtual floor “up” or “down” by a certain distance. This makes it possible to, say, make foot bones stay a certain distance above the floor geometry to leave room for the actual feet.
- Min/Max
The axis that’s perpendicular to the floor and points towards its “walkable” area. Setting this to Z creates a floor; X or Y creates a wall; and -Z creates a ceiling.
By default, these axes correspond to the global axes.
- Use Rotation
Use the Target’s local axes for Min/Max instead of the global axes.
- Target/Owner
The spaces for evaluating and limiting the coordinates of the target and owner.
- Influence
How strongly the constraint affects the owner.