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.......!!!!
1 Comment
Hi; that looks interesting. I probably can help.
But what would be the purpose of a Reverse Foot Rig?
I have experience with adapation of the conventional Ankle Leverage Setup, to Simultaneous IK/FK Leg Rig. Which might be a complete different topic; but it relates to experimental Leg or Advanced Foot Rigging.
What I'd really like to see (I don't think this would be possible though) is an elegant, reliable Ankle Leverage system that doesn't interfere with Key Framing for 3D Animation. It is possible to elimitate redundant Key Framing by just not over-complicating the Advanced Foot Rig regarding its Rolling Setups: by just having the simplest Ankle Leverage system, requiring Heel Roll and Toes Roll, and not getting Inner Side Roll, Outer Side Roll and Tip of the Toes Roll, using the 3D Cursor Transform Pivot Point to achieve these extra Foot Rolls, it is already possible to vastly eliminate 3D Animation Key Framing redundancy issues; yet, there are still Key Framing issues because of the other 2 fundamental Foot Rolls (if we Delete them, we loose the Ankle Leverage system). Although I know a trick to sort of mimick the Ankle Leverage behavior with FK, it is not very consistent (and doesn't actually solve any current problem I have in more recent Rigs). I know how to apply Physics to the DEF Foot Bones, mimicking Ankle Leverage's Foot-Toes Joint pressure on the ground (substituting the need of Advanced Foot Rig), which is funny and kinda works... but it's just not very elegant. 😂