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Foot rigging

“Foot rigging” by Sean Hewitt
So where do we start when building rigs? Where I start is listing off all the types of motion I what to achieve, and then from there I try to come up with some easy to use control for that motion. I call this a list of requests. I usually make out this list when ever I start rigging. If I neglect one feature while starting another, the rig I just built may not work with the other feature I need in the final rig. So making sure ahead of time the two concepts work together (as much as possible with out testing anyway) is going to save me production time.
We’re going to make an automated rig to drive the foot. Right now we have a foot where the toe moves and the ball of the foot rolls, but only when manually placed. And they don’t react to anything. Put the foot down to the floor and it goes right through it. But feet in real life don’t do that. If I put my foot to the floor the floor stops it and my foot reacts to it.If I place the ball of my foot on the ground and drag my foot back and forth, my foot bends and adjusts naturally. As long as my heel is off the ground, if I pick my foot up my toes roll and stay on the ground longer than the ball of my foot and are the last to leave. Likewise when I put my foot back down my toes react to the resistance of the floor. That’s what FK is lacking. Reaction to resistance.
It’s a hierarchy chain counter in hierarchy to the chain we usual rig in feet. On my rigged foot the ankle controls the ball which controls the toes. But once we involve something like the floor, I get resistance in my toes to the floor, which drives resistance from my toes to my ball to my ankle. To animate this by hand with normal FK can be difficult to do without the foot sliding across the floor. And I’m sure some of you are asking why don’t we just rig the foot with a reverse chain in the first place? Well, I’m just going to say try it real quick and see what you get and then you can come back here after that goes no where.
If we had a rig that could drive the motion of the foot rolling as it hit the ground that could save us quite a bit of animation work. Most automated rigs have cost benefits though. Where they make something easier they make something else harder. Adding IK onto your legs is a good example. While it’s now easier to do something like a walk cycle, it’s harder to do something like have your legs dangle from a chair without the knees and thighs moving around. By being aware of as many of these as possible ahead of time can be helpful in building in additional rig options to prevent as many of these limitations as possible.
As far as other motions I can easily achieve with my actual foot I can tap my toes, rolling from both my heel and the ball of my foot. I can roll my foot from side to side. I can twist my foot from my toes, the ball of my foot or my heel depending where I put pressure to the floor. I can stand up on the ball of my foot, and I can stand up on my toes (at least if I put my weight on my other foot). So having a rig that’s not only automated but also gives me control of these features is good. Automation is only really helpful as long as it doesn’t prevent these other features of motion that will most likely come up. So we’re going to attempt to build a rig that not only has an automatic roll to the floor while moving, but also gives us these additional motions.

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To start off we’re going to use the game rig we made in a previous tutorial. You can download it here if you like.

Now when it comes to coming up with theories for how to start this rig, what do we have available to us?Well, we could do set driven keys to do this. But set driven keys aren’t particularly flexible. Maybe we could set the rotation of the foot up to its translate values. But when we start walking the character forward or up things those values really don’t do anything after that. It also doesn’t really account for manual control of anything that isn’t an automated roll on the foot.Maybe we could rig up an expression to do something similar but we run into the same issues, and it’s computationally heavy since expressions have to solve for every frame rather just when used.We have IK. IK can rotate the joints and the IK handles can move beyond the actual joints. What does that mean? Well we can aim the joints then. With IK we could drag the handles and keep the joints on the floor easily. We can also parent IK handles under various things to we can get alternative pivot points of them. So let’s give IK a try. Не стоит расстраиваться, если все фильмы надоели! Просто переходи на сайт и смотри тут анальное порно видео https://ebkino.com/categories/anal/ . Отборные актрисы не заставят тебя скучать и с радостью займутся сексом в жопу перед камерами.
As a note I’m working on the left side of the rig to start with, so we’ll assume anything I name on this side has the suffix lf_ before the name. When you make the other side everything would have the suffix rt_.

 
     

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