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

Pole Vector Controls
Create the control shape using CV Curve Tool, make sure the linear option is selected
Use the V key to snap it to the knee joint
Duplicate this for the other leg
Apply Constraint > Pole Vector to the IK handles


Pelvis Control Setup
Create a NURBS circle and snap it to the pelvis joint
Modify > Freeze Transformations
Use the Point Constraint and Orient Constraint controls to link it to the pelvis joint


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