Use the range already in focus
Run the solve from selected Graph Editor keys, a Time Slider range or the current frame without rebuilding the shot setup.
A contact-aware toe recalculation workflow for keeping animated footwear above a horizontal floor while preserving natural toe-off.
Problem → solution
Animated toes can pass through the ground when footwear, keys and rig controls do not line up perfectly. Toe Contact recalculates only the requested frames, restores believable support and leaves natural airborne motion alone.
Run the solve from selected Graph Editor keys, a Time Slider range or the current frame without rebuilding the shot setup.
The workflow derives the toe direction and scale per leg, then corrects the front footwear contact against a horizontal world floor.
The toe stays supported near the ground, releases naturally in the air and preserves an intentionally raised pose. The complete operation is one Maya Undo step.
The solve uses the front shoe region when its geometry is reliable and falls back to captured contact data when it is not. Heel and midsole contact remain part of the Foot IK workflow.
Toe Contact is a focused workflow inside Tkv Animated Rig, not a separate product. It can bake the result directly or work with the existing editable TOP and SIDE toe controls.