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Create and configure a condition node that allows the foot to rock and bank.
Type:
Tutorial
Length:
3 min.
Transcript
00:03
All we essentially need to do is tell these groups to
00:06
start rotating depending on where the foot bank attribute is.
00:11
If it's a positive number bank, one way,
00:13
if it's negative bank, the opposite way.
00:16
So we can use a condition node again to set this up,
00:19
bring the two bank groups into the node editor
00:23
and the foot I care control,
00:26
create a new condition node
00:28
and call it foot left bank condition.
00:32
Let's open this.
00:35
We know we want the foot bank attribute to be the main driver.
00:39
So connect that to first term,
00:42
let's move to the attribute editor now
00:45
change operation to greater than.
00:48
So we can check when the first term value goes above the second term.
00:52
So this way we can check if it's a positive number,
00:55
if it is, we can use color if true are here.
00:59
So let's connect foot bank to that
01:02
and set color if fault R to zero.
01:06
So this group doesn't move if the first term is less than zero,
01:10
what we can do is set up the opposite action on the next column here.
01:15
So if first term is less than zero,
01:17
we can use the color if false G value here instead
01:21
to drive the other group,
01:23
connect foot roll to color a false G
01:26
and this time leave color if true G set to zero.
01:31
OK, let's check what axis we are using
01:36
looks like Z.
01:38
So connect out color R
01:40
to the outer bank groups rotate Z attribute
01:44
and out color G goes to the inner banks, rotate Z attribute.
01:50
I may have these the wrong way round. So let's check.
01:54
Ah yes, just as I thought,
01:57
ok, let's just swap these over.
02:01
That's better.
02:02
We now have a foot which will rock and bank
02:06
plus roll forwards and back onto its heel.
02:11
Now,
02:12
what I usually like to do is have another
02:14
control in front here controlling these two options,
02:18
which is more interactive for the animator
02:20
with this.
02:21
It's the translation values that drive those first term attributes
02:25
rather than the foot roll and foot bank attributes.
02:30
So look, we can also move and pose the foot
02:34
and the controls still work
02:36
and stay relative to the foot, controls, position and orientation.
Video transcript
00:03
All we essentially need to do is tell these groups to
00:06
start rotating depending on where the foot bank attribute is.
00:11
If it's a positive number bank, one way,
00:13
if it's negative bank, the opposite way.
00:16
So we can use a condition node again to set this up,
00:19
bring the two bank groups into the node editor
00:23
and the foot I care control,
00:26
create a new condition node
00:28
and call it foot left bank condition.
00:32
Let's open this.
00:35
We know we want the foot bank attribute to be the main driver.
00:39
So connect that to first term,
00:42
let's move to the attribute editor now
00:45
change operation to greater than.
00:48
So we can check when the first term value goes above the second term.
00:52
So this way we can check if it's a positive number,
00:55
if it is, we can use color if true are here.
00:59
So let's connect foot bank to that
01:02
and set color if fault R to zero.
01:06
So this group doesn't move if the first term is less than zero,
01:10
what we can do is set up the opposite action on the next column here.
01:15
So if first term is less than zero,
01:17
we can use the color if false G value here instead
01:21
to drive the other group,
01:23
connect foot roll to color a false G
01:26
and this time leave color if true G set to zero.
01:31
OK, let's check what axis we are using
01:36
looks like Z.
01:38
So connect out color R
01:40
to the outer bank groups rotate Z attribute
01:44
and out color G goes to the inner banks, rotate Z attribute.
01:50
I may have these the wrong way round. So let's check.
01:54
Ah yes, just as I thought,
01:57
ok, let's just swap these over.
02:01
That's better.
02:02
We now have a foot which will rock and bank
02:06
plus roll forwards and back onto its heel.
02:11
Now,
02:12
what I usually like to do is have another
02:14
control in front here controlling these two options,
02:18
which is more interactive for the animator
02:20
with this.
02:21
It's the translation values that drive those first term attributes
02:25
rather than the foot roll and foot bank attributes.
02:30
So look, we can also move and pose the foot
02:34
and the controls still work
02:36
and stay relative to the foot, controls, position and orientation.
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