3D Toolkit - Rigging the Legs Part 2 (17/02/25)
Creating Foot Controls
REMINDER: Hold d and v to move the pivot
Add a nurbs (circle) > control vertex then shape the nurb so it looks like a foot
then click on edit in channel menu > add attribute. Make sure the attribute is keyable and the data type is float. Name it the Heel Lift. Repeat this for the Toe lift, Pirouette UD, Pirouette LR and Foot roll.
There's a lot of attributes we don't need so to help navigate the attributes, you can hide the ones we aren't going to use by
- Selecting all the unneeded attributes
- Right click and press the unkeyable option
- Right click then select the lock and hide selected option
Pirouette and Foot Roll Setup
Windows > General Editors > Connection Editor
Go to Left Display > Show Non Keyable to hide things you don't need
Select the Pirouette LR group, then reload it on the right in the connection editor
The click on the PirouetteLR and connect it to the rotate Y by clicking on it
Repeat with the PirouetteUD but connect it to the rotate X
Foot rolls Using Driven Keys
Select the animation menu
Keys > Set driven keys
Have both foot rolls selected using CTRL or SHIFT. Then press the load drivers button.
Connect both foot rolls to the rotate Z channels, then establish the key frames:
- Foot Roll = 0, Rotate Z = 0
- Positive 30 degrees: Set the foot outward
- Negative 30 degrees: Set foot inwards
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