• Maya

Setting up the foot IK control

Create a foot roll control that will move the foot onto the ball and then onto the toes.


00:04

Let's look at setting up the IK foot now and

00:06

this is a little bit more complicated.

00:09

Let's hide the FK joints and bring back the IK ones.

00:14

What we're going to do with this version of the

00:15

foot rig is add in a simple foot roll control.

00:20

This will take the foot's pose from being back on its heel,

00:23

up onto the ball of the foot

00:25

and then over onto the toes.

00:28

So the animator only needs to adjust one attribute to achieve all three posess

00:33

quickly and easily. This is ideal when working on walk or run cycles,

00:39

we will also add in the ability for the foot to bank from side to side too.

00:44

So to create the foot roll, we simply need a joint chain

00:47

which will drive the main foot.

00:49

This is known as a reverse foot.

00:52

Let's start by duplicating the main foot joint

00:55

as that's in the ankle position. Already

00:59

delete the Children.

01:02

I'm going to rotate this. So it's more in line with the toes

01:06

which will make the movement more predictable and exact.

01:10

OK, let's move it out of the hierarchy.

01:13

So it's just sat inside the leg group.

01:16

We want this joint to be on the floor. So set translate Y to zero,

01:20

which will bring it back down

01:23

and move this back.

01:25

This will be where the heel will pivot from.

01:31

So here looks good,

01:32

but we can adjust it later if needed once things are up

01:35

and running and we can see how the foot is rotating.

01:39

Let's rename this 2 ft left, reverse heel

01:43

and delete that constraint note too.

01:46

Duplicate this and move it forward.

01:49

This will be where the foot pivots when the creature is standing on its toes.

01:54

So put it between the end of the claw

01:57

and change its name from heel to toe

02:01

and parent it to the heel joint,

02:04

duplicate the toe joint and move it back

02:09

this time. It needs to be in line with the first tour joints here.

02:13

So as the foot rolls forward, it bends on the toes,

02:19

call this one bald,

02:21

create another copy and parent it to the ball joint.

02:25

Call this ankle.

02:28

We want this one to be back where the ankle joint is,

02:32

although we need to keep it aligned with the rest of the reverse foot.

02:36

Ok. Let's match the ankle's position first.

02:39

Just the position, not the rotation.

02:42

I'm going to use a reroute tool now,

02:45

which will essentially flip the joint's hierarchy.

02:47

So the ankle joint is now at the top.

02:50

This will allow me to adjust the rest of the foot joints to align them with the ankle.

02:56

Switch to the top view for a second

02:58

and isolate the joints.

03:01

And now we can adjust the rotation to line them up.

03:05

It's important these are all aligned or the foot won't roll correctly.

03:09

OK. That's better.

03:12

We can swap the hierarchy back now using the reroute tool. Again,

03:16

we need the hierarchy this way around. So the joints rotate in a specific order.

03:22

So the heel moves the whole foot like this,

03:26

the tour then lifts the ball and the ankle

03:29

and the ball moves the ankle.

03:32

So you can start to see how we are going to get the foot to roll.

Video transcript

00:04

Let's look at setting up the IK foot now and

00:06

this is a little bit more complicated.

00:09

Let's hide the FK joints and bring back the IK ones.

00:14

What we're going to do with this version of the

00:15

foot rig is add in a simple foot roll control.

00:20

This will take the foot's pose from being back on its heel,

00:23

up onto the ball of the foot

00:25

and then over onto the toes.

00:28

So the animator only needs to adjust one attribute to achieve all three posess

00:33

quickly and easily. This is ideal when working on walk or run cycles,

00:39

we will also add in the ability for the foot to bank from side to side too.

00:44

So to create the foot roll, we simply need a joint chain

00:47

which will drive the main foot.

00:49

This is known as a reverse foot.

00:52

Let's start by duplicating the main foot joint

00:55

as that's in the ankle position. Already

00:59

delete the Children.

01:02

I'm going to rotate this. So it's more in line with the toes

01:06

which will make the movement more predictable and exact.

01:10

OK, let's move it out of the hierarchy.

01:13

So it's just sat inside the leg group.

01:16

We want this joint to be on the floor. So set translate Y to zero,

01:20

which will bring it back down

01:23

and move this back.

01:25

This will be where the heel will pivot from.

01:31

So here looks good,

01:32

but we can adjust it later if needed once things are up

01:35

and running and we can see how the foot is rotating.

01:39

Let's rename this 2 ft left, reverse heel

01:43

and delete that constraint note too.

01:46

Duplicate this and move it forward.

01:49

This will be where the foot pivots when the creature is standing on its toes.

01:54

So put it between the end of the claw

01:57

and change its name from heel to toe

02:01

and parent it to the heel joint,

02:04

duplicate the toe joint and move it back

02:09

this time. It needs to be in line with the first tour joints here.

02:13

So as the foot rolls forward, it bends on the toes,

02:19

call this one bald,

02:21

create another copy and parent it to the ball joint.

02:25

Call this ankle.

02:28

We want this one to be back where the ankle joint is,

02:32

although we need to keep it aligned with the rest of the reverse foot.

02:36

Ok. Let's match the ankle's position first.

02:39

Just the position, not the rotation.

02:42

I'm going to use a reroute tool now,

02:45

which will essentially flip the joint's hierarchy.

02:47

So the ankle joint is now at the top.

02:50

This will allow me to adjust the rest of the foot joints to align them with the ankle.

02:56

Switch to the top view for a second

02:58

and isolate the joints.

03:01

And now we can adjust the rotation to line them up.

03:05

It's important these are all aligned or the foot won't roll correctly.

03:09

OK. That's better.

03:12

We can swap the hierarchy back now using the reroute tool. Again,

03:16

we need the hierarchy this way around. So the joints rotate in a specific order.

03:22

So the heel moves the whole foot like this,

03:26

the tour then lifts the ball and the ankle

03:29

and the ball moves the ankle.

03:32

So you can start to see how we are going to get the foot to roll.

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