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Make the FK toe controls follow the FK foot control, and then connect them to the FK joints.
Type:
Tutorial
Length:
3 min.
Transcript
00:04
So we have just a few more areas to cover before this rig can be passed to an animator.
00:09
And one of the more important is the foot,
00:12
we could leave it as it is,
00:14
we can move the controls around and the foot will follow.
00:17
But it's a bit basic and doesn't give the animator a lot to work with.
00:22
Let's look at the FK controls first. As these are quite easy to set up
00:27
with these controls, we only want them to be visible when animating in FK.
00:32
But don't worry
00:33
once we're finished setting the foot up, they will automatically hide themselves.
00:37
What we want to do first is make them follow the FK foot control
00:42
to do this. We simply parent them to it.
00:44
Nothing complicated about that.
00:46
So we just move these to here
00:49
because we cleaned these controls earlier.
00:51
And by that, I mean,
00:52
move the values down to the offset parent matrix section in the attribute editor.
00:57
We now have values here because the controls parent has changed.
01:02
So this is a new offset.
01:04
So what we need to do is remove these new values
01:07
first, we need to reset the offset parent matrix section.
01:12
So right click and go to set matrix to identity.
01:16
Let's do that on the big tour too.
01:19
Now let's check where they are in world space.
01:22
So reset these values
01:25
and now let's move them out of the hierarchy
01:27
and reset the values again.
01:29
OK, good.
01:30
They are at the world origin,
01:32
which means they don't have an offset baked into them.
01:35
This could have been done using the freeze transformations tool.
01:40
Now, we have checked that
01:41
we can parent the toes back to the foot control
01:45
and now match the first control to the joint. It's going to drive.
01:49
So select the first big toe control
01:52
and
01:52
then the first big toe joint
01:55
and use the match transformations tool to snap the control to the joint.
02:00
Now do the same with the little toe,
02:02
snapping it to the little toe joint.
02:05
We can now reset or clean the values again.
02:08
So move them down here
02:11
or use the script.
02:13
OK. I'll just make sure the other controls are still aligned.
02:18
Yep. Good.
02:20
So we need to make sure we are working with the FK skeleton too.
02:24
So hide the IK thigh joint
02:26
and make sure the FK thigh is visible.
02:29
We don't want to control the wrong joints.
02:32
What we need to do now is clean the FK joints
02:36
so we can connect the controls to them directly.
02:39
So go through and move the values down.
02:43
Also remember to reset the joint orient values too to correct any movement
02:48
I'll go through and update the other tours now.
02:53
Ok. That's better.
02:55
Now, open the connection editor,
02:58
disable non-cable
03:01
and bring the big toe controls into the left side
03:05
and the joints into the right side
03:10
and simply connect the translate and rotate attributes.
03:16
We can move the joints. Now with the controls,
03:20
let's do the same with a little toe
03:24
just connecting those translate and rotate attributes to the joints.
03:33
Ok. So that's the FK foot controls in connected and working.
03:38
And if we switch to IK
03:41
they vanish.
03:42
Perfect,
03:44
told you it was quite a simple set up.
Video transcript
00:04
So we have just a few more areas to cover before this rig can be passed to an animator.
00:09
And one of the more important is the foot,
00:12
we could leave it as it is,
00:14
we can move the controls around and the foot will follow.
00:17
But it's a bit basic and doesn't give the animator a lot to work with.
00:22
Let's look at the FK controls first. As these are quite easy to set up
00:27
with these controls, we only want them to be visible when animating in FK.
00:32
But don't worry
00:33
once we're finished setting the foot up, they will automatically hide themselves.
00:37
What we want to do first is make them follow the FK foot control
00:42
to do this. We simply parent them to it.
00:44
Nothing complicated about that.
00:46
So we just move these to here
00:49
because we cleaned these controls earlier.
00:51
And by that, I mean,
00:52
move the values down to the offset parent matrix section in the attribute editor.
00:57
We now have values here because the controls parent has changed.
01:02
So this is a new offset.
01:04
So what we need to do is remove these new values
01:07
first, we need to reset the offset parent matrix section.
01:12
So right click and go to set matrix to identity.
01:16
Let's do that on the big tour too.
01:19
Now let's check where they are in world space.
01:22
So reset these values
01:25
and now let's move them out of the hierarchy
01:27
and reset the values again.
01:29
OK, good.
01:30
They are at the world origin,
01:32
which means they don't have an offset baked into them.
01:35
This could have been done using the freeze transformations tool.
01:40
Now, we have checked that
01:41
we can parent the toes back to the foot control
01:45
and now match the first control to the joint. It's going to drive.
01:49
So select the first big toe control
01:52
and
01:52
then the first big toe joint
01:55
and use the match transformations tool to snap the control to the joint.
02:00
Now do the same with the little toe,
02:02
snapping it to the little toe joint.
02:05
We can now reset or clean the values again.
02:08
So move them down here
02:11
or use the script.
02:13
OK. I'll just make sure the other controls are still aligned.
02:18
Yep. Good.
02:20
So we need to make sure we are working with the FK skeleton too.
02:24
So hide the IK thigh joint
02:26
and make sure the FK thigh is visible.
02:29
We don't want to control the wrong joints.
02:32
What we need to do now is clean the FK joints
02:36
so we can connect the controls to them directly.
02:39
So go through and move the values down.
02:43
Also remember to reset the joint orient values too to correct any movement
02:48
I'll go through and update the other tours now.
02:53
Ok. That's better.
02:55
Now, open the connection editor,
02:58
disable non-cable
03:01
and bring the big toe controls into the left side
03:05
and the joints into the right side
03:10
and simply connect the translate and rotate attributes.
03:16
We can move the joints. Now with the controls,
03:20
let's do the same with a little toe
03:24
just connecting those translate and rotate attributes to the joints.
03:33
Ok. So that's the FK foot controls in connected and working.
03:38
And if we switch to IK
03:41
they vanish.
03:42
Perfect,
03:44
told you it was quite a simple set up.
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