Thanks Nate.
Just a question... when you say "Parent your feet to the root", that it's literal? Do I need to reparent the foot to the skeleton root so I can select it when I make the 2-bone IK? Because if I try to make it being the foot a child bone of them both I cannot select it.
Moreover, I don't know if it's possible to reparent in Animation mode... If that is possible then I'd totally go for this approach because it seems to work reasonably well. But if I need to reparent the bone in Setup mode... well, you know, there are other animations that wouldn't take too well to have the feet so high in the skeleton hierarchy. 😃
Ok, I've just created the 2-bone IK pointing to a new bone (not the foot) under the root. Then I've put it at the foot bone origin, so this setup does the same thing.
It works very well, but I have some "rebounding" at the knee...
On the other hand, I also experimented a little more with the transform constraint, achieving a similar effect to what I need with a combination of translation and rotational transform constraint at the lower leg bone. I've had to set the target at it's origin of course, and then I've translated the target as needed and maintained the correct rotation at key frames.
You can see the result here: transform vs 2 bone IK - YouTube
The front leg is with transform constraint and the back leg is with 2-bone IK. Note the rebounding there...
Anyway, I think these two ways are enough to try and stabilize those crazy feet I have in all my animations so far. 😃
Thank you very much for your time Nate.