WEBVTT

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In this lesson, we're going to learn about reverse foot rigs and why that's important.

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So if we take a look at the foot down here and we click the icon handle and start moving it around,

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we can see that the foot just kind of does whatever it's going to do.

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Partly that's because the pull factors here are still at the knee.

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But even when we pull those out, you can see that the foot tries to stay pointed downward and then

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we would have to maybe do something like this and and rotate the joint individually.

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But if we think about how a foot moves, it does a heel to toe action.

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So it pivots from the heel and then pivots off of the ball and then the toe.

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So we need to create that type of a rig in our skeleton as well.

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So to do that, we're going to create what's called a reverse foot rig.

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And there's several different ways we can do this.

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Well, this is just the way that I like to do it.

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So I'm going to go to the rigging tab here and get to the joints.

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I'm going to go into the right view so we can get a look at the foot.

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So now that we're in the side view, we need to enable the view of the polygons because this rig is

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going to be based off of the shape of the polygons and the foot.

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So we need to create a joint basically where the heel is going to pivot from back here.

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And we need to go all the way to the toe and then we need to go all the way to the ball, the foot and

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the back up.

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So we basically made a reverse joint chain of what we already kind of had built.

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And the only thing we need left to do is to actually get this in place because we made this in the kind

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of world position there.

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So let's get that there and let's vertex snap these to the joints that are they are near.

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So I'm going to select this one.

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Hold down D and V and middle mouse, drag it to the joint when it's like this.

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But I want to do the same thing all down D and V middle mouse drag and get it to the joint and just

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make sure it actually went to the center there and it did.

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And turn off the show polygons real quick while I'm doing this to make sure I'm not vertex snapping

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to the geometry when a vertex snapped the center of these joints so holding down and V Vertex snapped

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that.

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So now what we have is a little joint chain that is going to behave the way that I described.

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We have a heel pivot here, right?

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We have a toe pivot.

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And we have a ball joint pivot cool, so now all we have to do is rename this and rig it up to work

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with the foot.

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So I'm going to rename this and I'll see you in one second.

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So now that we have that renamed, let's smear this over very quickly with the mere tool go skeleton

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mirror and we have all the things properly labeled so that it's going to be named the right thing over

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here.

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Cool.

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Great.

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So now we have a foot rig built.

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We have the original and we have the reverse foot rig.

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Let's make the reverse foot rig display a little bigger.

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So I'll select the hierarchy of it and go to the radius and increase that.

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So now visually, we can tell the difference between the reverse foot rig and the original foot joint

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chain here because we want the eye can handle to follow this reverse foot rig.

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So let's make that happen to the top joint, because if we if you think about it.

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Sure.

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If we were to, you know, point constrain this to this heel bone, then it would follow along like

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this.

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But when we move to rotate the toe, it would stay behind because it's just following the rotation and

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position of this.

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So we want to constrain it to this end joint because we want it to be up here.

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We want the I can handle to follow this one.

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Right.

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So I do that and let's select that in joint and then the IC handle and then go to constrain point constrain.

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Now when we select the reverse foot rig and we move it around, you can see that it does follow.

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And if we move and rotate the toe joint here, it should follow as well.

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And you should do this every time that you make a constrain, you want to test that.

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It's working it in the way that you would expect it to.

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So everything is except for the original foot chain here, which you can see here that is not following

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along anywhere.

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So we need to do that next.

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So let's select the end joint here and let's orient constrain these original foot bones to the reverse

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foot rig of the joint in front of it.

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So the bone in front of this one that it should follow is the toe.

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So it's like the toe and then the original and go to constrain Orient.

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Let's do the same thing here, which is like the ball and then select the original and you go constrain

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Orient.

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So now we have the same behavior that we had before.

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Everything follows, except now the original foot rig follows the reverse foot rig.

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So that's exactly what we want.

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So if we were to to make the toe go up and pivot from the toe, the entire foot rig will follow.

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Same thing if we pivot from the ball of the foot, the ankle and everything will follow as well.

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Great.

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So in the next lesson, I will create a control for this and show you how to do set driven keys to drive

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this foot control from one attribute and the ashmead ed over here.

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So go ahead and create the same foot rig for the right as well.

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And the next lesson will create the nerves control curve here to control the foot.

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Thanks for watching.
