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