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Blender Summer of Documentation: Contents | Manual | Blender Version 2.42

[edit] Foot Rig Design

Rig 1
Rig 2

Human-like feet are a tough thing to animate because they can have as many as four different rotation points, they must interact with the ground surface, and on top of all that, the foot bones need to move in a way that doesn't cause the character's knee to experience irregular changes in speed, or even stutter back and forth.

In this section we'll look at two different designs to automate the roll of the foot as it goes from heel to ball to toe. We'll also talk about how this effects the movement of the leg and knee, and what more we might be able to do to make the animator's job easier.

[edit] Building Rig 1

The rotations from the ball of the foot and the heel are both driven by IK, and we take advantage of DoF (degrees of freedom) to stop them from rotating down into the floor.

Draw out a three bone chain like this, and name the bones accordingly.


Draw and name these as well.

We're gonna need some IK effectors, so add some bones, place, and name them, like those shown. Be sure that heel is pointing at heelIK and footIK is pointing at lifterIK.


So now we've got all the bones we need, all we have left to do is edit the hierarchy, add some constraints, and set some rotation limits.

IK constrain heel to heelIK and set ChainLen to 1. Then do the same with lifter and lifterIK. The lowerleg rig bone of your leg rig should be IK'ed to legIK with a ChainLen of 2. Also IK constrain foot to footIK and IK constrain toes to toesIK (both using a ChainLen value of 1). ________________________________________________________________________________________________________________

Note, the directions above direct you to IK constrain some bones that are not shown in the diagrams or hirarchies, specifically the bones "lifter" and "toes" are not shown though they are mentioned above. Can someone with the appropriate expertise provide some information on the missing bones? Also some of the constraining is a little suspect as it produces strange results. This really needs a peer review if there is someone who would be keen to do it. ________________________________________________________________________________________________________________


In the Armature Bones panel, lock Y and Z and enable X axis limits for both heel and footIK. Set both bones to have the X limit values: Min:0.0, Max:80.0
Setup your hierarchy like this:

  • foot
    • heel
      • footIK
        • legIK
    • roller
      • heelIK
      • lifterIK


[edit] Locking Things Up

Final steps: Lock the appropriate axes of the bones, and organize your layers.


[edit] Building Rig 2

Under Construction


This rig makes use of the IK Solver's target rotation following, which does almost all of the work for us.

Draw some bones like these here crazy thing deals.

The green bone in the first image is the IK solver. The foot bone has this IK constraint, but you want to activate the "Rot" button, and set ChainLen to 3, PosW to 1.00, and RotW to 0.02.

You will need to have your hierarchy like this:



--Wavez 21:00, 19 July 2006 (CEST)







Redirects to fix

  • BSoD/Introduction to Rigging/Leg Rigs → Doc:Tutorials/Animation/Armatures/BSoD/Leg Rigs
  • BSoD/Introduction to Rigging/Spine Rigs → Doc:Tutorials/Animation/Armatures/BSoD/Spine Rigs
  • Blender Summer of Documentation → BSoD
  • Manual/Manual → Manual