For example, a character jumping over a wall, grabbing the edge of the wall with one hand: all the IKs should follow the root except the hand grabbing the wall.
This could probably be done by adding a little toggle button to loose bones, that could be turned on and off at will and would only take effect when the root bone is grabbed.
...well...except the hand and.... the arm, forearm... ik influenced by the pinned joint while acting also influenced for root bone movement; hard to explain, better seen in avi bellow...it shoud must act as it was also ik influencing while the root bone and so full character is being moved... Check the biped screen shot movie I made from the max trial... HERE IT IS THE AVI EXAMPLE
... or you could just keyframe them so that they are in place. Anyway, who would want hands that are completely static while flying through the air anyway?
Ouch, could think of bunch of situations...pivoting over it while jumping a wall, balancing in branches "Tarzan style"... Actually, you pin it, while you later one tweak it. But that refining tweak is under your control, not a randon move that you have gone positioning the full body, and it obtain randome positions. If what you do is try to tweak that, you finally have a weird dancing pivot, even as slight as you want.While if have pinning, just do some rotation in one or tw axes, subtle ones. It gets perfect.
I am afraid I didn't do a fence example...but the example can show this more or less...is a bad example, but must serve...
Anyway, my main point was that you couldn't pull that kind of stunt without a fake parenting method
Probably, though speaking about internal stuff I get easily lost..
[have a look on how it's happening in this example avi]
Add a keyframable property that sticks a joint in world spac
yes...it acts then as if there were two roots...the one that moves the biped, the one that is pinned... Indeed, maybe a clue... Max character studio has a tool for ik move (the typical move tool in max) , a tool for rotate (the standard one.Acts actually as an fk rotate, is great for accurate posing after an ik first quick thing) with which you fine tune the pose with that wonderful rings gizmo.... and...a tool to specifically move the biped. As if they needed to add later or in code is something quite different internally...Is somehow non consistent with all;cstudio artist use to find it strange, but somehow looks as if they had to add the move root as a separate thing; you need to swap from standard move tool to biped root bone move tool,(while I'd prefer standard move tool, just selecting the root bone will do that..but in a job you don't stop to think for speed sake..) and then you can change biped position, that with a pinned bone, act as seen in the avi.
In this avi first I pinned two feet. Later "free" one of them.Result is you see as if there were a floor (of course, more in advance, a constrain to plane/box/object would be nice, not only for floors but walls etc...heh, like physics stuff...the joint react to solids...havok in blender...sorry that second cofee...
Actually this way you could put a floor level being a box, no need it to be horizontal...whatever, and have irregular floors, bones collide with walls...
But imho, first needed thing is joint pinning.With it you can have your floor level as seen in the avi.While walk, just pin always at grid line level in a left or right view (zoom as much as you want for that if you desire it really) .As and addon, you have then LOTS of situations solved thanks to joint pinning and a much more easy way to go posing the model, not only for the more obvious problems. )
Sorry, that last pargraph about solid collissions is a bit of sci fi. With joint pinning you have a wide range of solutions to problems; animation gives a giant jump in functionality, totallly.(I may have leave the "havok" physics for another thread...
I have animated only with IK posing, fk rotations and joint pining. A bit of keeping keyframer clean of noise of unneeded keyframes, and in the job didn't use much of the very advanced cstudio features. That speaks on how important certain basic features are...