Motion Lab
Available nowSet ground contacts
Plant the contacts you choose without guessing a full floor rig.
Assign hand or foot contacts and choose their minimum world-space Ground Y while posing.
4 min read
01
Assign contacts during setup
- 1
Open Connect in Viewport
Start from the saved or draft Pivot Skeleton in Edit mode.
- 2
Choose Ground Contacts
Activate contact picking and select the white hand or foot pivots you want to constrain.
- 3
Review the list
A blue ring and a named row confirm each contact. Edit Ground Y to choose its minimum world height. Zero is Blockbench's ground plane; negative values and decimals are supported.
- 4
Set the floor and choose Done
All to Y 0 sets every assigned contact to zero. The reset icon restores one contact's setup height. Done saves the choices; Close discards the draft.
02
Use detected feet carefully
Use Detected Feet finds preferred contacts across the leg branches. Review the names and remove any pivot that is not the intended contact point. A sole endpoint is safer than an ankle pivot.
03
Pose against the saved height
While Pose Handles are active, an assigned contact cannot pass below its saved Ground Y. Existing contacts retain their previous heights. The limit uses world Y even under rotated parents; it does not move pivots or rebuild the rig. The contact can still lift and move sideways.
04
Use pins for world-space holds
The Pose Handles menu can pin configured hands or feet in model space while the body moves. Both sides can stay pinned together when their limb chains share only the character root. Release a pin when that limb should travel again.
