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lildragon
01-16-2003, 11:14 AM
Heya guys was wondering if someone can assist me in adding a couple toe bones to the reverse foot rig used in the Neex project http://www.digital-tutors.com/digital_tutors/maya/index_neex.htm . I just need two extra joints added on either side of the middle bone.

Problem is I can't quite figure out what contraints to use in order to make the extra bones react the same way...

any help is appreciated.

Tito

lildragon
01-16-2003, 11:28 AM
To better illustrate the point here's whats happening

fxjeane
01-16-2003, 02:50 PM
I just need to know what exactly are you trying to get your model to do?. Do you want to be able to rotate the foot on any of the 3 Claws? So that if you select a controller on top of each claw, the whole foot will pivot on that claw?

Im sure there is way to solve this.. it might involve some nifty expresions, but its very do-able


cheers
Fxjeane

lildragon
01-16-2003, 03:39 PM
yeah bascially, I would like the claws to always stay on the ground plane while the ball of the foot rotates forward

Right now the ball of the outside toes are fine, but the claws have no control to stop them from penetrating the ground plane...

Keep in mind I'm very new in Maya so expressions and such aren't my forte :) so I hope you can bare with me, thx much for your help

salud

svenip
01-16-2003, 04:07 PM
don't really get the idea what you wanna do (pictures are good but don't always explain exactly)

could you give me the file (just the bones and a description what you wanna have) ???

dwalden74
01-16-2003, 05:58 PM
Have you tried putting IK handles in each of the side toe joint, and parenting them to the foot cntrl spline? Also, Iīm not sure if this reverse foot is the best solution in your case. Itīs an OK technique, but only good when your character has very simple foot movement.

:beer:
david

colt
01-16-2003, 11:30 PM
Don't know if I got it right. But if that's what you want to do I can explain.

Maya 4.0

http://members.lycos.co.uk/colt359/tst.mb

I used a toe and an extra joint for the claw. If you only need one, just do it without the claw stuff.

This is what I did.

Built the skeleton. Insert Ik.
Point Constraint the Ik Handle to the Heel_Point. (Select Heel_Point, Shift_select Ik Handle, Point constraint)
Orient Constraint heel to Ball_Control.
OC l_ball to Toe_Control
OC m_ball to Toe_Control
OC r_Ball to Toe_Control

OC l_toe to Claw_Control
OC m_toe to Claw_Control
OC r_toe to Claw_Control

Hope this helps.

lildragon
01-16-2003, 11:48 PM
YEah Colt that worked perfectly :thumbsup: but dwalden74 raises a point that has me thinking now hmm

salud and thx much again Colt

dwalden74
01-17-2003, 08:47 AM
That seems to work Colt. But, what I donīt like about the typical reverse foot is it gives no forward rotation capabilities (wiggling the toes, for example). Of course it could be modified to do this, but that might get messy. I guess itīs just a question of personal taste, but I much prefer a setup consisting of group nodes for each rotational point in the foot. It gives me more freedom in doing reverse and forward foot movement.

:beer:
David

lildragon
01-17-2003, 09:51 AM
Originally posted by dwalden74
but I much prefer a setup consisting of group nodes for each rotational point in the foot. It gives me more freedom in doing reverse and forward foot movement.

:beer:
David

You mean like this? http://www.taaffedesigns.net/Foot_tutorial.htm I just set this up and it's actually pretty dang good

salud

colt
01-17-2003, 10:10 AM
You could do some fk (wriggling toes) by using/animating the local rotation axis, but well that's really not the best way.

dwalden74
01-17-2003, 10:37 AM
You mean like this? http://www.taaffedesigns.net/Foot_tutorial.htm I just set this up and it's actually pretty dang good

I didnīt read the whole page, but it looks pretty much like the way I do things. For me it gives much more freedom over the reverse foot (which unfortunately is *only* a reverse foot).



You could do some fk (wriggling toes) by using/animating the local rotation axis


huh?!? That sounds like a huge mistake to me...

:beer:
David

lildragon
01-17-2003, 10:47 AM
Yeah dwalden74 this is way better IMO, now to get the other toes going.. :D

salud

fxjeane
01-17-2003, 03:59 PM
Im working on an "improved" reverse IK foot. when I have it ready i'll let you guys know...Im trying to add attributes for every darn movement I can imagine and trying to minimize the amount of on screen controls at the same time.

good luck with your rig lildragon


cheers
fxjeane

lildragon
01-18-2003, 01:25 PM
Heya colt another question, how would you do the same thing you did for this setup? http://www.taaffedesigns.net/Foot_tutorial.htm

It doesn't use reverse foot, but empty groups

thx

dmcgrath
01-18-2003, 07:55 PM
lil, I think it is all a matter of adding orient and point constraints in the right places. You shouldn't parent the groups under your bones but you could move them to the appropriate joints and then constrain them. Then you could have the group react as a whole unit. and then when you need to tweak, you could tweak just the individual joints as needed. Like when one toe hits a rock or something.
I hope that is what you meant.

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