In this lesson, we're going to learn about reverse foot rigs and why that's important.
So if we take a look at the foot down here and we click the icon handle and start moving it around,
we can see that the foot just kind of does whatever it's going to do.
Partly that's because the pull factors here are still at the knee.
But even when we pull those out, you can see that the foot tries to stay pointed downward and then
we would have to maybe do something like this and and rotate the joint individually.
But if we think about how a foot moves, it does a heel to toe action.
So it pivots from the heel and then pivots off of the ball and then the toe.
So we need to create that type of a rig in our skeleton as well.
So to do that, we're going to create what's called a reverse foot rig.
And there's several different ways we can do this.
Well, this is just the way that I like to do it.
So I'm going to go to the rigging tab here and get to the joints.
I'm going to go into the right view so we can get a look at the foot.
So now that we're in the side view, we need to enable the view of the polygons because this rig is
going to be based off of the shape of the polygons and the foot.
So we need to create a joint basically where the heel is going to pivot from back here.
And we need to go all the way to the toe and then we need to go all the way to the ball, the foot and
the back up.
So we basically made a reverse joint chain of what we already kind of had built.
And the only thing we need left to do is to actually get this in place because we made this in the kind
of world position there.
So let's get that there and let's vertex snap these to the joints that are they are near.
So I'm going to select this one.
Hold down D and V and middle mouse, drag it to the joint when it's like this.
But I want to do the same thing all down D and V middle mouse drag and get it to the joint and just
make sure it actually went to the center there and it did.
And turn off the show polygons real quick while I'm doing this to make sure I'm not vertex snapping
to the geometry when a vertex snapped the center of these joints so holding down and V Vertex snapped
that.
So now what we have is a little joint chain that is going to behave the way that I described.
We have a heel pivot here, right?
We have a toe pivot.
And we have a ball joint pivot cool, so now all we have to do is rename this and rig it up to work
with the foot.
So I'm going to rename this and I'll see you in one second.
So now that we have that renamed, let's smear this over very quickly with the mere tool go skeleton
mirror and we have all the things properly labeled so that it's going to be named the right thing over
here.
Cool.
Great.
So now we have a foot rig built.
We have the original and we have the reverse foot rig.
Let's make the reverse foot rig display a little bigger.
So I'll select the hierarchy of it and go to the radius and increase that.
So now visually, we can tell the difference between the reverse foot rig and the original foot joint
chain here because we want the eye can handle to follow this reverse foot rig.
So let's make that happen to the top joint, because if we if you think about it.
Sure.
If we were to, you know, point constrain this to this heel bone, then it would follow along like
this.
But when we move to rotate the toe, it would stay behind because it's just following the rotation and
position of this.
So we want to constrain it to this end joint because we want it to be up here.
We want the I can handle to follow this one.
Right.
So I do that and let's select that in joint and then the IC handle and then go to constrain point constrain.
Now when we select the reverse foot rig and we move it around, you can see that it does follow.
And if we move and rotate the toe joint here, it should follow as well.
And you should do this every time that you make a constrain, you want to test that.
It's working it in the way that you would expect it to.
So everything is except for the original foot chain here, which you can see here that is not following
along anywhere.
So we need to do that next.
So let's select the end joint here and let's orient constrain these original foot bones to the reverse
foot rig of the joint in front of it.
So the bone in front of this one that it should follow is the toe.
So it's like the toe and then the original and go to constrain Orient.
Let's do the same thing here, which is like the ball and then select the original and you go constrain
Orient.
So now we have the same behavior that we had before.
Everything follows, except now the original foot rig follows the reverse foot rig.
So that's exactly what we want.
So if we were to to make the toe go up and pivot from the toe, the entire foot rig will follow.
Same thing if we pivot from the ball of the foot, the ankle and everything will follow as well.
Great.
So in the next lesson, I will create a control for this and show you how to do set driven keys to drive
this foot control from one attribute and the ashmead ed over here.
So go ahead and create the same foot rig for the right as well.
And the next lesson will create the nerves control curve here to control the foot.
Thanks for watching.