• Maya

Setting up the foot roll back

Configure a condition node that allows the foot to roll back onto its heel, and then adjust the location of the heel pivot.


00:04

OK. So now we need to work in the opposite way

00:07

so the foot can roll back onto its heel.

00:10

Don't worry though. This is a bit simpler.

00:13

Let's remove these

00:16

and bring in the reverse heel joint.

00:19

We need another condition node so we can

00:21

check when the foot roll attribute goes backwards.

00:23

So into negative figures,

00:27

call it foot left heel condition.

00:33

This time, we are checking to see when the first term is less than the second term.

00:38

So change operation to less than

00:41

and connect foot roll to first term.

00:45

So this will tell us when the foot roll attribute goes under zero

00:49

if it does

00:50

use the foot roll value.

00:53

So connect that to color if true. Ah

00:57

if it's not less than zero,

00:59

use the color if false are attribute instead.

01:02

So set that to zero. So the heel joint doesn't move.

01:06

Now connect out color R to the heel joints rotate X attribute.

01:13

Ok.

01:13

So now as we increase the foot roll value, the foot moves on to the ball and the tours,

01:19

if we reverse it, it goes on to the heel.

01:23

Although it looks like the heel pivot is too close. To the foot.

01:27

So let's move that back to a better position.

01:29

I'm just going to press insert so we don't affect the rest of the hierarchy.

01:34

Let's try here.

01:39

OK. That looks better.

Video transcript

00:04

OK. So now we need to work in the opposite way

00:07

so the foot can roll back onto its heel.

00:10

Don't worry though. This is a bit simpler.

00:13

Let's remove these

00:16

and bring in the reverse heel joint.

00:19

We need another condition node so we can

00:21

check when the foot roll attribute goes backwards.

00:23

So into negative figures,

00:27

call it foot left heel condition.

00:33

This time, we are checking to see when the first term is less than the second term.

00:38

So change operation to less than

00:41

and connect foot roll to first term.

00:45

So this will tell us when the foot roll attribute goes under zero

00:49

if it does

00:50

use the foot roll value.

00:53

So connect that to color if true. Ah

00:57

if it's not less than zero,

00:59

use the color if false are attribute instead.

01:02

So set that to zero. So the heel joint doesn't move.

01:06

Now connect out color R to the heel joints rotate X attribute.

01:13

Ok.

01:13

So now as we increase the foot roll value, the foot moves on to the ball and the tours,

01:19

if we reverse it, it goes on to the heel.

01:23

Although it looks like the heel pivot is too close. To the foot.

01:27

So let's move that back to a better position.

01:29

I'm just going to press insert so we don't affect the rest of the hierarchy.

01:34

Let's try here.

01:39

OK. That looks better.

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