“Foot rigging” by Sean Hewitt
Now if your foot is off to an angle like mine you may want to go and adjust the LRA of the group, as we covered in the simple game rig tutorial. It doesn’t have to be perfect. I try to line up the rotate gimbal handles with the joints to get it as inline as possible. Only rotate it in Y though as rotating it in X or Z may screw up our controls later. You’ll notice while rotating the LRA doesn’t rotate any of the children of that object, it does still add transforms onto it.
Next we’re going to select the heelRIG and group it. Name this group lf_balltwistRIG and move its pivot point to the ball joint. Don’t adjust the LRA here. Since we have multiple parts in the same hierarchy in the same place just look at the name in the channel box to make sure you have the right one.
Now group this group again, and name the new node lf_toerollRIG. Move its pivot point to the front edge of the foot geometry, under the toe joint. Don’t adjust the LRA.
Again we’re going to group this group and name it lf_footRollLeftRIG. Move its pivot point to the left side of the geometry of your foot. As far as placement, forward/backward really doesn’t matter. We just want the pivot at the base of the foot, along its left side edge. Orient the LRA in the general angle of the side of the foot. In this case don’t rotate the LRA in Z.
Group the group again and name it lf_footRollRightRIG. Do the same thing you just did but for the right side now.
I’m really hopping you guys are up to speed as to what these rig pieces control as we’re building them by their naming. Test them out some if you’re not quite up to speed.
Not that this is really a step, but I’m guessing there’s a good chance a lot of you haven’t saved recently or at all. It’s just a good habit to get in to save every few minutes. If you’re worried about jacking something up as you go, save iterations of your work as you go. I end up with any where between a few and 20 iterations of a file as I go.
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