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View Full Version : Feet skiing instead of staying


perpen
08-22-2006, 01:25 PM
Hi all,

I have built a rig to my mesh following some of the tutorials that come with Messiah. But now that I have started animating I have a problem...:D

As I have used exactly the same procedure as the tutorial you can check what is my problem opening the tutorial file "General_IK_Intermediate_LegFootIK_01.fxs".

The problem is if you move the Pelvis in X the feet doesn't stay in place but they rotate as if they were skiing.

Is there a chance I can make them stay in place as regular feet without loosing my animation?...I attach the file to speed up the help of any willing to.

stooch
08-22-2006, 03:55 PM
for you to have total control of the foot, you have to separate the foot bone higherarchy from the leg and point constrain it to the end of the lower leg. this way your skeleton rotations of the leg will not affect the foot itself. you can add additional expressions to further tune how your foot responds to the leg.

stooch
08-22-2006, 04:08 PM
I added my old rig. check out the expressions. also keep in mind that the armatures are set for different mouse buttons. play around with them, right mouse buttons usually move on Y axis and left mouse button on X, the Z axis is usually used with middle mouse button but i dont really use it that much.

http://www.stooch.net/stuff/Santa%20Rig%202.mpj


p.s. Press ESC to hide the edit sphere, i always turn it off when keyframing so that it doesnt interfere with armature selection.


oh yeah, that rig doesnt even need expressions to keep the foot still, i just isolated the foot rig from the legs.

also, left hand has an expression that is turned off in the commands tab, turn it on and observe what it does, similar expressions can be used for your feet.

stooch
08-22-2006, 04:52 PM
toooot taratoootootaotoo

perpen
08-22-2006, 04:56 PM
Thanks very much...I will remember to keep the feet away from the leg rig for upcoming projects.

By the way, your Santa works great...

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