View Full Version : Help!!! need serious help!! with char_setup

05 May 2002, 08:34 AM
I am stuck right at the beginning when i am trying to setup the leg, toe skeleton. I've done all the tutorial from Ed_harriss home page about setuping character. However, i still can't figure out what i want to do.

Alright, here is my problem: I am setting up 3 chains of bone from the hip to the ankle, to the toe. How do i link, constrain to get when i grap the root of hip bone and move it around, but the end effector of the toe bone will stay in place.

What i did (which fail) is that i made a 2 join bone from hip to ankle, one join bone from ankle to middle of the foot, one join bone from foot to end of toe. I pos_constrain the root of toe bone to the end effector of feet bone, root of feet bone to the end effector of the hip bone.

then i get a control object, "match translation" to the end effector of the hip bone. select the hip bone end effector, pos_constrain to the control object.

Now, if i move the control object. i will get a nice ik join which the feet bone chain and the toe bone chain will follow. I move the hip, every thing below my control object will stay inplace.

What can i do to make, if i move this control object, the toe will stay in place?

I have tried to make another control object which l placed it to the end effector of the feet bone (let's call it feet controller) I do pos_constrain from end effector of feet bone to the feet controller. Well, it behave funny, it is not the way i want. You try it then you'll know what i mean. if i want the feet controller to stay in place with the end effector, i do one more constrain to the feet controller. i selected the feet controller and do pos_contrain to the end effector for the feet bone chain. sometimes work and sometimes doesn't. Even if it works, it doesn't behave what i want.

I want to move the root of hip. but the tip of the toe will stay in place. Also, if i move those controllor individually, i want the toe can stay in place as well. So that i can control them from top to bottom. i don't want to do fk skeleton for the leg(i hate rotating feet, it is hard to get it stick on the ground, always moving, slipping when i animating it)

Alright, thanks for your patient to read my post up to this point. I hope you guys understand what is my problem. I am looking forward to see any help from you guys. Please, help.!!!!

05 May 2002, 08:28 PM
i did some screen shots to expline it clearly.

05 May 2002, 01:11 AM
hello Hapzunglam!
it's difficult to write a detailed post here about leg set up..if u want i can e_mail u a scene with a leg set up which i use with some explanations so that u can study it ..
it's based on the leg set up xsi 2.0 has on it's advanced skeleton's rigs but i've changed it a bit, and at last i believe u'll be able to understand it easier from a simple scene with only this leg since it's a bit complicated..
anyway let me know if u want it
best regards

05 May 2002, 06:19 AM

Thanks for your help. I really would like to have the scene. you may email me:

05 May 2002, 01:32 PM
first make the feet and toe bones a little bit smaller
then the leg bones
first drew to bones from benith the hip end in the ankle
i bone for the feet and one for the toe
Make the end effector of the leg parent to the root of the first feet chain. Then make the end effector of the first bone chain parent of the root to the last feet chain
toe root-->pos constraint to the feet end effector
feet root-->pos constraint to the leg end effector
1.pos constraint to the and then oreint constraint
one controller to the leg end eff. then REMOVE ALL CONSTRAINS
(constrains--->remove all constraints,i think thats your problem)
then Orientation Constraint the heel root(the first feet bone)
to the controller ,
second controller:Position Constraint it to the legs end effector and then REMOVE ALL CONSTRAINT so it be just like align
Now Position Constraint the legs end effector to the controller
and make the first controller parent to this one
third controller ,position and orientation constraint it to the toe root,then in the explorer expand the controller,expand kinmetics
expand constraint choose orientation and go to constrains--->remove constraint , (not,remove all constraints)
thats it if u need more help then just say so

05 May 2002, 06:18 PM
Originally posted by guyt

Make the end effector of the leg parent to the root of the first feet chain. Then make the end effector of the first bone chain parent of the root to the last feet chain

Do you mean the end effector of the upper chain to be the child of the lower chain's root? then that would look funny to the last chain, since the last chain has 2 end effector.

Also, you do contrain postion and ori, then relax to get in position. why don't you use "Match all translations" from the translation tab.

05 May 2002, 06:42 PM
According to your solution. I made this, however, it won't work. Maybe i did soemthing wrong or miss understand your walkthru. But i don't think i missed any of the steps.

Then if i move the controler around. all the bones will full apart!!!!
and if i hit undo, it won't get back to the original position!!!

05 May 2002, 02:20 AM
yes i think your doing something wrong or u miss understand me
first i prefer use constraints to align and then i just remove them
any way the idea is to have the root of any chain
position constraint to the end effector of the pervious
and i think its the best clear tutorial on character setups

05 May 2002, 10:36 PM
i ran thru that tutorial 4 times. but it doesn't work out the way i want. I figure it out that it works only for IK chain. so that, i made all 3 sets of bone using IK. Anyways, i got it somehow. however it doesn't work well enough, but i think i can handle it.

05 May 2002, 01:00 AM
hi again
i've posted u the scene with the leg setup..
i hope it'll fit your needs:)

05 May 2002, 07:37 PM

Sorry for the late post, but I thought that I could share something new with you. I posted a serie of 3 tutorials on my webiste describing a technique to solve your problem.

To make this short, I call this the skis. Basically it's a set of bones (built a bit like skis) that you add to the rig, and these bones take care of the feet rotations and translations. The skis are kept in a separate hierarchy, so the feet always follow them.

In the end it won't mess up your main rig, and it's quite easy to use once you understand how it works. I did the tutorials for Softimage|3D. Unfortunately I never tried them in XSI (but very soon I will), but I'm sure it will work much in the same way. You can import the scenes into XSI.

I'll just add that all credit goes to Marco Beauchemin, who teach me this technique back when I was at school. As animation is not my strong area this technique makes my life much easier!

Here are the links:

Let me know if you try them :wavey:

Salutations - Cheers
Bernard Lebel

CGTalk Moderation
01 January 2006, 06:00 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.