PDA

View Full Version : dinousaur feet?


mech7
11-11-2006, 01:21 PM
I have watched the tutorial from digital tutors for character setup.. and saw the reverse foot control. But the model there does not have any toes.. i have modelled a dinosaur with 3 toes, can anybody give me some tips or links to tuts how i would rig a feet with some toes ?

Gnimmel
11-13-2006, 04:43 AM
I have not seen the digital tutors reverse foot set up, but I'll guess it's a standard reverse foot.

I've created a few dinosaur rigs in the past, the latest being :

http://www.freelance-animation.com/newwebpage/gallery/RaptorWalk.html

This got a lot more complex than a standard reverse foot because the toes need to stay on the ground as well as be able to curl and spread etc.

Ignoring the toe curl etc. build a reverse foot chain out of joints (it's easier to see what you are doing this way) which will give you your middle toe. You might need a few extra joints in the chain for a claw. Add extra joints for the other toes and parent them to the middle toe. e.g. if you have 3 toe joints making a reverse foot chain of
Heal->Toe End->Toe 2-> Toe 1 -> Ball(Toe0) -> Ankle
for the outer toes parent the outer Toe End joints back to the reverse foot Toe End joint, the outer Toe2 joints back to the reverse foot toe 2 joint etc. This means the other toes do not follow a hiarchy down the toe, but they are seperate joints parented to the reverse foot joints.
When you add IK handles to the skinned skeleton and parent them to the reverse foot rig, add ik handles to the outside toes as well and parent these IK handles to the outside joints and everything should work the same as a reverse foot rig. Rotating any of the reverse foot joints at this point will bend all the toes at the same joint.
You can now add controls to move the extra joints outwards with a simple SDK to make the toes spread. Simply set up a SDK to translate the outside joints.

To add extra controls like the toe curl, I added a extra foot joint chain which was constrained to the reverse foot one, but which was also able to rotate on top of this so I could blend multiple movments.

It's very late here, I'm tired so that probably didn't make too much sense, but hopfully I got some of the idea across.


Thanks,

Richard

mech7
11-13-2006, 12:20 PM
thanks, still don't fully understand it thoug as i don't have that much experience with rigging.. do you know if there is a tutorial somewhere about this which explains it step by step ?

Gnimmel
11-13-2006, 08:48 PM
Sorry, I don't know of any tutorial, I had to work this one out myself.

The simple way is to look at the image I attached, the green selected joints are the reverse foot. Ignore the fact that this is a raptor and only has 2 toes, pretend there is an extra joint chain on the other side.

You can see that the extra toe joints parent back to the middle toe in the reverse foot, but the real joints that are attached to the skin cluster have IK handles which are parented to the reverse foot joints.

This means is you bend one of the middle toe joints on the reverse foot, the same joint on the outside toes are parented to it so they will also bend which in turn bends the main foot because the IK handles are all connected.

I was thinking of writting a few more tutorials as the only one on my web site is a very old UV mapping tut. Perhaps this would be a good one to write as I havn't ever seen a tutorial that covers a foot like this.

Thanks,

Richard

Geuse
11-22-2006, 01:48 PM
try this link

http://www.gignews.com/kappchicken2.htm

CGTalk Moderation
11-22-2006, 01:48 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.