I’m using IKs to reposition my character’s foot on a surface. I also wanted to rotate the foot on angled surfaces but it screws up the sockets position when calculating the foot’s position. I wanted to see if I could modify the socket’s transform to negate the rotation it gets from rotating the foot so it stays in it’s default position after rotating the foot. But I can’t find any way to modify a socket’s transform, just the bones. Am I missing something or is there no way to do it?
At a guess, you’d want to translate the socket in a different object space. There’s bone space, parent bone space, world space, etc.