# FootProp

> Talos next · Since 0.6; changed in 0.7

One foot: the IK chain it drives, its end bone, and where it sits in the character's own frame.

## Signature

```ts
export interface FootProp {
  /** The animator's `ik` chain this foot drives. */
  chain: string
  /**
   * Where the ray goes when the foot's bone cannot be read, in the character's own frame:
   * beside the hips, so the foot is planted there whatever the clip is doing.
   */
  offset: Vec3
  /**
   * The chain's end bone. While the rig has it, the foot is planted where the clip puts it
   * (its pose before IK) and only moved up or down with the ground, so a walk keeps its
   * stride and its swing. Default `LeftFoot` / `RightFoot` for the default chains.
   */
  bone?: string
}
```

Import: `import type { FootProp } from "@argus/gameplay"`

## Members

| Member | Signature | Description |
|---|---|---|
| `chain` | `chain: string` | The animator's `ik` chain this foot drives. |
| `offset` | `offset: Vec3` | Where the ray goes when the foot's bone cannot be read, in the character's own frame: beside the hips, so the foot is planted there whatever the clip is doing. |
| `bone` | `bone?: string` | The chain's end bone. While the rig has it, the foot is planted where the clip puts it (its pose before IK) and only moved up or down with the ground, so a walk keeps its stride and its swing. Default `LeftFoot` / `RightFoot` for the default chains. |
