Reverse Foot Rigging Techinique
Reverse rigging is a easier to get toe tap, heal tap, toe rotate. Its really easy but effective.
These is how its done. Heal tap, toe tap, heal rotate and toe rotate can be animated with reverse foot.
I've found methode working well, but its a bit sloppy here and there, is there any riggers out there, who can help improve these.......!!!!
2 Comments
Considering Blender doesn't really offer rigs to begin with, that might be a proposal for Rigify, maybe.
Though it already have its own front spin control:
As an animator, I'd argue there doesn't really need to have one at the tip of the toe, it's not the most "obvious" origin of rotation when midair, when I do have one I always end up rotating the toes or the whole foot again because it doesn't get me where I want as efficiently as it sounds to. And on the ground, the heel one is the one doing the right job:
That looks interesting. You may add me on Discord, I'd like to help investigating that different Rig Setup: pxy-gnomes#2448
But, I have a question: can Reverse Foot Rig prevent at least some of the 'redundancies of Key Framing' for 3D Animation (maybe it's not the proper naming of the issue, consider it a temporarily expression)? Because conventional Mechanisms for Rolls in Advanced Foot Rigs should cause those, with no exception! --even the mostly fundamental Ankle Leverage system (consisting of the duo Heel Roll and Foot-Toes Joint Roll), actually causes Key Framing redundancy; but, because it is such a special feature and hard to make good variations of its functionality, there is little expectation something can be solved regarding that one.
NOTE: Essentially, with 'Key Framing Redundancy' due to Mechanism Foot Rolls, often the animator ends up having to do Counter 3D Animation in order to manipulate the Foot. This ain't excellent "Rigging for 3D Animation" (although it may still be good "Rigging for Posing"?).
But, as for the 'extra' Foot Rolls (e.g., Tip of the Toes Roll, Inner+Outer Foot Rolls), for 3D Animation inside Blender at least, those Rolling mechanisms (made in the Skeleton as additions to the Advanced Foot Rig) are essentially dispensable; since in Blender's 3D Viewport Editor, there is the 3D Cursor Transforms Pivot Point (just give it a good Shortcut; mine is the Backslash, next to "Z", in Blender it is called "Grless" for some reason), and it won't cause redundancies in the Key Framing.
This is why I'm asking: does a Reverse, Advanced Foot Rig, by chance, can offer alternative to that problem (Key Framing redundancy) than regular Mechanisms for Foot Rolls?
I'm sorry I don't have recordings as of yet, demonstrating the whole issue about the Key Framing Redundancy regarding Foot Rolls, but I do have evidence of 3D Cursor Transform Pivot Point efficient solution for the 'extra' Foot Rolls (I don't have much hope of any way to properly substitute the Ankle Leverage system to something totally clean for 3D Animation; this is why this is the only couple of Mechanism Foot Rolls I maintain in the Advanced Foot Rig (in the context of 3D Animation in Blender): youtube.com/watch