# Can Babylon do partial binding?

**URL:** <https://forum.babylonjs.com/t/can-babylon-do-partial-binding/54784>\
**Category:** Questions\
**Tags:** animation, skeleton, bones\
**Created:** [November 15, 2024, 12:10pm UTC](https://forum.babylonjs.com/t/can-babylon-do-partial-binding/54784 "2024-11-15T12:10:35Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![reimund](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/reimund/32/7309_2.png) [@reimund](https://forum.babylonjs.com/u/reimund)\
**Post date:** [November 15, 2024, 12:10pm UTC](https://forum.babylonjs.com/t/can-babylon-do-partial-binding/54784/1 "2024-11-15T12:10:35Z")

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I’m in a situation where I would like to have a mesh follow a bone, but still lay flat on the ground. It would be nice to only bind x and z to the bone.

Can it be done?

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**Author:** ![Tricotou](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/tricotou/32/5844_2.png) [@Tricotou](https://forum.babylonjs.com/u/Tricotou)\
**Post date:** [November 15, 2024, 12:27pm UTC](https://forum.babylonjs.com/t/can-babylon-do-partial-binding/54784/2 "2024-11-15T12:27:49Z")

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Hello 🙂

> [@reimund](#):
>
> Can it be done?

Short answer is “yes”, but it will be “manual”, I think there is no function to restrict the attachment of a mesh to a bone with only one axis.

> [@reimund](#):
>
> I would like to have a mesh follow a bone, but still lay flat on the ground. It would be nice to only bind x and z to the bone.

By “follow a bone” and “bind x and z” do you mean only positionning then ? No rotation ?

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<div class="post-metadata">

**Author:** ![reimund](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/reimund/32/7309_2.png) [@reimund](https://forum.babylonjs.com/u/reimund)\
**Post date:** [November 15, 2024, 1:28pm UTC](https://forum.babylonjs.com/t/can-babylon-do-partial-binding/54784/3 "2024-11-15T13:28:44Z")

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I think “no rotation” is what I mean (although rotation would be involved up the chain in the bone hierarchy).

Basically I would like to bind a mesh to follow the average x and z position of a bi-ped skeleton’s two feet so that it’s always flat on the ground, following the skeleton.

Right now I’m doing it by updating the position manually but I thought it would be cool to try if it was possible via skinning.
