Advanced leg rig

ZooHead

Well-known member
#2
This set up was done without any constraint tags.

Just an IK Handle from the tip of the single toe bone
to the ankle, and another one from the ankle to the hip.

The ankle IK has a target with a unique offset pivot point
that pivots at the balls of the feet instead of at the ankle.

Advanced Legs Setup.jpg

twisting.gif
 
#3
Pretty neat setup. The human foot has a lot more flexibility than people think. Once you start rigging you think, oh, and it has to do that...and also do that...and...

I've seen some pretty complicated leg/foot rigs done in other apps, but this looks pretty simple to get good results.
 

ZooHead

Well-known member
#4
Pretty neat setup. The human foot has a lot more flexibility than people think. Once you start rigging you think, oh, and it has to do that...and also do that...and...

I've seen some pretty complicated leg/foot rigs done in other apps, but this looks pretty simple to get good results.
Thanks. Since feet are the base for a stance. And a stance conveys so much
in the way of intent, it can be even more important than the facial expression.

Here's a new torso rig, with the offset foot thingy, and more.

I used Cheetah's layers to color code:
Green = Control, Pole or Target (Move, Pose and Keyframe with these)
Blue = Free Bones (Move directly)
Red = Bones influenced by an IK Tag (Can't be moved directly, move with control, pole or target)

Advanced Rig.jpg
 

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#5
Nice! I'll have a play with it later.

On the foot rig I had, you can rotate on the ball of the feet, you just have to choose two controllers to do it.

I like the color code idea. Haven't thought of using layer colors for that.
 

ZooHead

Well-known member
#7
Here's a breakthrough. Offsetting the pivot point of a Pole Target.

Click on the target folder/null object and the
Transform Tool is now at the shoulder pivot point. :cool:

shoulder_pivot.gif
 
#8
When I was in Cinema4D, I spent more time updating my dino rigs than animating! Rigging can be frustrating, but when it works, it's very satisfying.

Can you change the pivot posts after it's rigged (just change what you've done). Or, do you need to re-rig aith the offset?
 

ZooHead

Well-known member
#12
Just testing some more... not with a folder I see.
You can't burn transform on a folder, which is a good thing.
 
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ZooHead

Well-known member
#13
OK

Did you just eyeball the pivot point, or is there a more accurate way to move it exactly where you want it?
I found you can snap to bones if you set the Transform tool to snap to centers.
Then I rotated it into position with the Transform tool in blue ball mode.
(late night fog-you don't need the blue ball mode since to do this in Pivot Mode)
 
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ZooHead

Well-known member
#16
Great idea bud!

I am using a 3d resolver, but I may have to switch to 2d with that pole offset. That could come in handy.
Thanks dude, It's been buggin me since a forum member mentioned elbow control problems.

With this method, I'll only use the 3D resolver, when 2D with a Pole is not working well enough.
Since a Pole can't be used with the 3D resolver. Also for those reading along,
you can't use a Pole in an IK Handle without a Target as well.
 
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