Finally figured out how to get the solution I’ve been trying for! This problem might be niche, but if anyone else is trying to do this, I’ll share what I’ve found.
(It may or may not actually be that helpful though sooooo we’ll see)
The goal was to get a part of the rig to be anchors in one place.
- Drag a cube into the sequencer and scale it to a manageable size, (around .09 for me was fine)
- Use the snapper to set the cube to the correct position. It will be the anchor point!
- select cube in sequencer> put as child in snapper
- select the bone you want in viewport or sequencer> set as Parent
- uncheck “Keep Offset” and “snap scale,” check “snap position” and “snap rotation”
(I also ended up dragging the cube forward, checking keep offset, and snapping animation a second time, but I don’t think it really matters unless you’re gonna use “look at constraint”) - Select the desired bone and add constraint > use dropper to select cube (need two constraints, one for translation and one for rotation)
Now I can move the body offset around and the foot will stay where I want it!
Since I want to rotate my character, I will also select the cube and use a rotation constraint on the body offset control so when I rotate that, the cube rotates based on the movement of the body offset, and the foot bone will rotate based on the movement of the cube.
Now it’s significantly less janky. I mostly want to write these steps in case I forgot about them in the future.
If someone else has a better way to anchor points like this, I’d be happy to learn about it!