Here's the foot rig we looked at in class.
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Leg Foot Roll IK Rig
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Some further notes about this rig.
The hierarchy goes like this:
R_foot (axis on ball)
--L R_HeelPivot (axis on heel)
-----L R_ToePivot (axis on toe)
----------L R_Ankle (axis on ball)
---------------L (IK handle) R_AnkleIK
----------L R_toe (axis on ball)
---------------L (IK handle) R_toeIK
----------L (IK Handle) R_ball IK
Added attribute
Add an Attribute to R_Foot under Modify>Add Attribute
Attribute Name: roll
Date Type: Float
Minimum: -5
Maximum: 10
Default: 0
For the set-driven keys:
Driver: R_Foot ->Roll
Driven: R_HeelPivot
R_ToePivot
R_Ankle
(all of these are the rotateX)
Keys:
Roll: 0
R_heelPivot xrotate:0
R_toepivot xrotate:0
R_ankelpivot xrotate:0
Roll:-5
R_heelPivot xRotate: -25
Roll: 5
R_ankle xRotate: 40
Roll: 10
R_toePivot xRotate: 20
Hope all that makes sense.Last edited by Professor Watkins; February 17, 2005, 15:09.
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its a minor thing, but if a guy is running, then plants his foot and changes directions, the foot role would slighty have a rotations from the ankle in the y rotation, because the ankle acts like a wrist at times. Im just asking if you can still do this even if the keys are set driven like this
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Yes, the set-driven keys.
This part... where/how do you set the roll and xrotate characteristics?
Originally posted by Professor Watkins
Keys:
Roll: 0
R_heelPivot xrotate:0
R_toepivot xrotate:0
R_ankelpivot xrotate:0
Roll:-5
R_heelPivot xRotate: -25
Roll: 5
R_ankle xRotate: 40
Roll: 10
R_toePivot xRotate: 20"If you wanna see some action, gotta be the center of attraction."
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Ah, yes, I've already done that much.
But how do you set the characteristics after that? Do you just enter the values in the attributes window and hit the "Key" button in the Set Driven Key window...?
This is probably a simple matter, but I don't know what to do next.
See, I've already done this..."If you wanna see some action, gotta be the center of attraction."
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