Root Constraint

Root Constraint (Matrix3 Controller)


The Root Constraint is a transform controller intended for the root bone of character rigs, particularly when preparing animations for game engines. It lets the root follow another object’s horizontal position and rotation. It can also follow the Z-position with an offset in case the character jumps, but without going under ground if the character crouches for example. The influence of all these parameters can be animatable.

Interface

3ds max smartanim animation rig toolkit controller root constraint

Once you assign an Aim Constraint, you can access its properties on the Root Parameters rollout in the Motion panel.

Pick Target

Here, you can click the pick button and select the object that the controller is influenced by. Usually this object should be the pelvis, torso or COG bone (center of gravity) of a character.

Position Axis

This is the vertical axis used for the movement of the root bone, the other two axis will be followed by the root constraint. For example if you select Z, the root constraint will follow the X and Y position of the target.

Rotation Axis

This parameter let's you define what rotation axis will be followed by the root constraint.

Follow Position

This animatable parameter defines how much the root position follows the target's movement, on a scale from 0.0 (no following) to 100.0 (full following). You can animate this to create partial or progressive following over time.

Follow Rotation

This animatable parameter defines how much the root rotation follows the target's rotation, again from 0.0 to 100.0. It's useful when blending between local animations and global alignment.

Position Offset

This animatable float value adds a vertical offset to the position of the root object.

Lower Limit

This animatable value defines a lower vertical limit (typically in world Z). The controller ensures the root never moves below this limit. This is particularly useful to prevent the root bone from sinking below the ground, which could cause issues in engine playback or physics.