View Full Version : quasi noob needs rigging/rigid binding help - pretty please

12 December 2004, 04:44 AM
Thank you for looking! :)

I am having some serious character rigging frustration, in the form of rigid binding on my character's inverse feet. I created a few custom attributes for the foot controls, and while everything else seems to be operating as expected, my 'toe roll' and 'ball roll' functions are quite wonky (the 'heel roll' function seems to be acting appropriately). :shrug:

Here is a link to my .ma file. (

Any help, suggestions or advice will be greatly appreciated.

Thank you!

12 December 2004, 05:29 AM
your foot setup, I hate to say it, is just totally wrong

read a tutorial or search for reverse foot lock and follow the steps.

Even if you lift the foot control in the Y your foot doesn't move correctly.

So there is your problem..:)

Best tutorial for rigging in my opinion is in the "Free Stuff" section at

Good luck

12 December 2004, 05:34 AM
I appreciate the reply, scottidoo.

Can you elaborate on that at all? The reason I ask, is because I was doing my feet completely differently, before taking an "advanced" character animation course (that I admittedly have some reservations about), and this is how they taught us to set up our feet.


12 December 2004, 07:04 AM
The biggest problem that I can see, and why the foot won't move in the Y direction, is the knee has no "preferred agnle" and/or no bend in it. The knee dosen't know which way to go when you move the IK. Fix that and your "toe roll" almost works. I don't know what kind of "advanced" setup your going for so I don't know what else to tell you (why all the IK handles in the feet? Usually orient constraints are used to drive the rotation of the toe_ball_ankle). Though you definately need to move your ankle joint ("Bip01_L_Foot") up into the ankle area of the mesh and not in the heel. Hope that helps. Good luck.

12 December 2004, 07:22 AM
Yah, I'm not really sure what's going on there either, and I have no idea why you have joints parented to your foot controls.

Generally, your joints should all be connected/parented to each other. Then you have those point and orient constrained to your control curves. Then you'll want to have your IK handles for the ball and toes grouped, with the group's pivot located at the joint above the one with the end IK handle on it. You'll then set the toe lift, heel lift, foot lean controls etc rotating those groups. That's the basic idea behind it, hope it helps some. :)

12 December 2004, 08:15 AM
I tried to find some easier tutorials for you to do that will give you some easy results without going too advanced for you

you may what to download a free rig and study how they did something. take a look at the generi rig or the packageman rig to follow how they set it all up

12 December 2004, 09:54 PM
i would second the suggestion.

there's quite a few ways to build a reverse foot. i would run through a few tutorials, learn a few different ways to do it and then stick with the one you prefer.

i think once you get the hang of it you'll be surprised how simple it really is, then you can develop your own, custom methods.

good luck.

12 December 2004, 09:57 PM
I appreciate the suggestions. :thumbsup:

I think I may tear down the feet and build the Inverse feet the way I had been doing them in the past, see if that works.

12 December 2004, 11:18 PM
another quasi noob here. I hope I can get some help here too!
I have been racking my brain with this setup problem...i have what looks like a double transform problem.

as soon as I can post a image of my cursed rig I'll post it here.

I'd like to try and help flamegirl too or at least add some advice that I think can help out...sorta.
right before you create the ik handle make sure the knees have a slight bend in the pose or the character will have a less flexible walk...something i learned the hard way.

12 December 2004, 03:54 AM
ok here are the pics

double transform pic with neck turn.
and the normal front view.

the side view one has the gums sticking out of the cheek because of the neck is turning.

CGTalk Moderation
01 January 2006, 02:00 AM
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.