In this lesson, we're going to learn about creating control for the foot and what is called set driven
keys or SDK for short.
So let's create the control for the right foot right now and we'll create a circle curve here by going
to the curved shelf.
And we want the pivot of this to be at the ankle.
So we're going to hold down V and middle mouse drag and try to vertically snap that to the middle of
this joint.
Now we have that.
Let's right click on the curve and go to control vertex and drag that to the bottom.
If we try to click, like drag that, we won't be able to because it's trying to grab the AK and the
joint.
So let's turn off the visibility for that.
And now we can grab that with no problem.
Let's go to the right view and we can just hold on X and snap that to the bottom to the zero of the
WorldSpace.
Let's go back to perspective.
And now let's turn back on polygons and we can see where we need to drag these points to to create our
control rig for the heel and the and the foot.
So I'm just going to take a second to create my own little curve here.
So the one the one thing I'm going to do is just lift up the heel here, just a touch so that we actually
have something to select when the foot is flat on the ground.
Otherwise the foot's flat on the ground.
Might be hard to see and select this thing.
So that's why I'm just going to grab the heel and put up.
You can you can make any kind of design that you'd like, but this is just one little kind of variation
I'm going to do so that I can actually see and select this control when it's flush with the ground.
So that actually has something sticking up in the Y axis.
So now we have that control.
Let's constrain the joints down to that.
So let's turn off the polygons again so we can see what we're going to be working with and turn back
on the joints and we can turn on like a handles as well.
So we want all of this to follow.
This I can handle.
So we need to constrain this heel to the like controller as well.
So, OK, let's do that.
So let's constrain the heel to the control.
And I'm just going to change the color here.
So it's a little easier to see like we did before, go to drawing overrides and enable that.
And for the left side, I like to use Ballou's.
So I'm going to find the blue color and use that.
So like before, we want to try to keep the rotation open on this joint because we're going to use this
later so we don't want to constrain the actual joint itself.
So you guessed it, that means we need to create a group for this heel so that we can constrain it in
the group.
So I'm going to click that and I'm going to copy it and then I'm going to group it.
We can just use control gear and I'm going to go left heel group and now I'm going to use that group
to constrain to the heel.
So I'm going to select the control curve first.
And before actually before I do that, I want to zero this out before we went to modify for these transformations.
Let's do that before we start making constraints as well, so that when we hit zero on everything,
it'll get back to where we expect it to be.
So with that selected, I'm going to actually just rename it real quick.
So I'm going to say left foot gone and I'm going to constrain that group to that.
So I'm going to parent to it parent constrained.
So when we rotate this, it will rotate with the control and it will move with it.
Cool.
So now we need to hook up through set driven keys the rotation of these joints so that we can have all
of these different pivots.
And so we have essentially three different pivots.
We have the heel pivot, we have the toe pivot and we have the ball pivot.
But I want to create a control that controls all of these from one.
So let's go click on the controller and let's go to edit add attribute.
We get a new menu and we can give it a name.
Let's call it foot roll.
And we want it to be a float because it's going to be a number and there's no minimum maximum.
Right now, we can change all that later.
OK, so now you can see we actually have a new value here.
Middle mouse, drag it.
Nothing happens because we need to hook it up.
So let's go to edit.
Set driven key.
So now we get another new menu, so the driver is going to be this controller, so we need to load this
as the driver right now.
It's the driven and that's wrong.
We want it to be the driver.
So let's say load driver, OK?
And let's select the actual attribute, because we need to select which one we're saying is the driver
of this object here and now we can select the heel and we need to add that as the driven and we want
the let's see which axes we're talking about.
It looks like the Z.
So we want the Z axis.
We can see it changing over here.
So let's say rotate Z.
And right now with the foot roll at zero and the rotate Z at zero, we want to set a key select set
of key.
Now let's change the value of the foot roll to be something in the negative.
So let's go maybe 90 or let's go maybe 60 and well, let's just go to 90.
Let's go do something further than what we're going to need it to be.
So let's go to ninety.
And then under rotate Z we can actually double click this and get back to the joint or we can selected
there and we can change this to be rotate 90.
So it's way beyond what we'll ever need, and now it's Seddiqui, so what do we just do if we go back
to the foot roll and we middle mouse drag this?
Now, we actually have mapped the rotation of that joint to a new attribute and our controller.
But if you notice, this kind of slows down when we're at the either end, and that's because the tangents
are kind of beziers blind.
So let's open that up and take a look at what's actually happening in the animation of this connection.
So I'll go to the graph editor and let's go to the left heel.
Which actually has the animation and you can see, in fact, it is slowing down at the beginning and
at the end, let's select both of these key frames and go do a linear interpolation.
So now when we select the con and we do a foot roll, it's going to be a straight interpolation.
It's not going to try to slow down at either end.
Cool.
So now let's do the same thing for the ball and the toe rotation.
So I'm going to load in these joints as the driven.
So we've already got the heel done.
Let's load the driven of the left ball.
Let's make sure that the foot roll is at zero.
And let's a want to make sure, too, that we're working on the right axes of this joint.
So again, it's going to be rotate Z, let's select, rotate and inadequate.
So now we have a zero position.
Now let's go back to the foot roll and let's increase this to maybe 45, I believe.
I guess negative.
Forty five.
And then let's go to the joint here and let's do the same thing here.
Let's go 45
and looks.
Let's take a look at that, because what we're going to make, we're going to build in the kind of heel
to tell action.
I think that's too much.
I think we actually want it to be something like maybe thirty, let's say, with that selected, let's
choose 30.
And I think that's probably closer to what we would expect a foot roll to be.
So let's go to the Khan and let's change that to negative thirty and it change the the left ball because
it's thinking it's trying to follow that.
So we just need to get that back to thirty and now.
So now when we get a foot roll and we go back and forth, we can see that we go from a heel to it to
a flat foot to now the the ball of the foot starts lifting.
Right.
The heel starts lifting up this way.
So we have this type of motion.
So now it gets to thirty, it stops.
So let's go to thirty or negative thirty.
And you can you could do this in negative or positive.
It doesn't really matter which way you do it.
It's just whatever you prefer.
I just chose I guess, you know, this is positive for me and the heel touch down there.
So let's let's go to negative thirty and the foot roll and then let's add in the toe for the driven
here.
So let's set a key on let's make sure to rotate Z again.
It is.
Let's choose the rotate Z and with the foot roll at negative thirty let's add a key.
Basically what we're saying is we want the toe to pick up where the ball the foot leaves off, OK?
And now that we have that, we can rotate this.
Let's see, let's see what we want it to go to, because I think probably 90 is too much.
Let's do something.
I mean, I guess we could do ninety.
Let's just do ninety because I'm kind of like the heel.
We will never do ninety, but it's nice to have, like, the extremes.
So let's go negative ninety.
And with that we can rotate this up ninety and we can key.
Now the other thing we need to do is to also set a key for the ball, the foot, because we don't want
it, we want it to straighten out here.
We don't want it to continue to stay at this angle.
So let's load back in the ball and go to Z in zero that out.
And now we can seddiqui for that.
And what we get.
Is a foot roll from the heel?
To the TEL.
Check that out.
And it's all in one control, we don't have to, you know.
Animate three different joints.
We get that all in one control, I'm just sliding this around.
We just need to fix the animation of these joints because they're also a kind of smooth transition.
So let's go back to the animation.
Ed Graf Ed.
Let's look up this control here.
Let's just make that linear.
Let's do the same thing for the ball of the foot.
We'll make that linear.
And now for this attribute on the curve, let's make the positive the min max niños.
So let's go edit.
Let's go to edit, edit attribute, and we can select the attribute and say has a minimum and has maximum,
the minimum is going to be negative 90 and the maximum positive is going to be 90.
So let's say close and now it won't let us go past those values.
So now it'll go to 90 and stop.
Great, so let's do this reverse foot rig setup for the other side and then let's finish out the foot
rig and create a separate control just for the toe.
I'll see you the next lesson.
Thanks for watching.