# AnimFootLock

> Talos next · Since next

Planted feet stay where they land.

When the world moves a character without its clip knowing — a script carries it, a blow pushes it, a step is stretched to reach a target — a planted foot would skate with the body. With this on, each of the animator's `feet` (or the two the engine finds) is pinned at the world point where its clip put it on the floor and held there by its leg's IK until the clip lifts it. When a foot is planted is read from the clips themselves at load: on the floor and moving with the stance. Presentation only: the bones gameplay reads are the clip's. Absent, nothing changes.

## Fields

| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
| `reach` | `number` | no |  |  | Metres, more than 0 and at most 2: how far a pinned foot may be left behind the foot the clip draws before the pin is dragged after it, so a leg is never asked to stretch past what the clip gave it. Left out it is 0.4, about half a human leg. |
| `blendIn` | `number` | no |  |  | Seconds, 0 to 2: how long a foot takes to settle onto its pin at touch-down. Left out it is 0.05. |
| `blendOut` | `number` | no |  |  | Seconds, 0 to 2: how long a lifted foot takes to return to its clip. Left out it is 0.1. |
