WEBVTT

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In this lesson, we're going to learn about creating control for the foot and what is called set driven

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keys or SDK for short.

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So let's create the control for the right foot right now and we'll create a circle curve here by going

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to the curved shelf.

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And we want the pivot of this to be at the ankle.

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So we're going to hold down V and middle mouse drag and try to vertically snap that to the middle of

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this joint.

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Now we have that.

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Let's right click on the curve and go to control vertex and drag that to the bottom.

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If we try to click, like drag that, we won't be able to because it's trying to grab the AK and the

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joint.

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So let's turn off the visibility for that.

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And now we can grab that with no problem.

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Let's go to the right view and we can just hold on X and snap that to the bottom to the zero of the

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WorldSpace.

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Let's go back to perspective.

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And now let's turn back on polygons and we can see where we need to drag these points to to create our

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control rig for the heel and the and the foot.

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So I'm just going to take a second to create my own little curve here.

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So the one the one thing I'm going to do is just lift up the heel here, just a touch so that we actually

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have something to select when the foot is flat on the ground.

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Otherwise the foot's flat on the ground.

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Might be hard to see and select this thing.

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So that's why I'm just going to grab the heel and put up.

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You can you can make any kind of design that you'd like, but this is just one little kind of variation

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I'm going to do so that I can actually see and select this control when it's flush with the ground.

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So that actually has something sticking up in the Y axis.

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So now we have that control.

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Let's constrain the joints down to that.

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So let's turn off the polygons again so we can see what we're going to be working with and turn back

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on the joints and we can turn on like a handles as well.

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So we want all of this to follow.

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This I can handle.

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So we need to constrain this heel to the like controller as well.

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So, OK, let's do that.

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So let's constrain the heel to the control.

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And I'm just going to change the color here.

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So it's a little easier to see like we did before, go to drawing overrides and enable that.

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And for the left side, I like to use Ballou's.

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So I'm going to find the blue color and use that.

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So like before, we want to try to keep the rotation open on this joint because we're going to use this

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later so we don't want to constrain the actual joint itself.

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So you guessed it, that means we need to create a group for this heel so that we can constrain it in

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the group.

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So I'm going to click that and I'm going to copy it and then I'm going to group it.

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We can just use control gear and I'm going to go left heel group and now I'm going to use that group

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to constrain to the heel.

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So I'm going to select the control curve first.

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And before actually before I do that, I want to zero this out before we went to modify for these transformations.

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Let's do that before we start making constraints as well, so that when we hit zero on everything,

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it'll get back to where we expect it to be.

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So with that selected, I'm going to actually just rename it real quick.

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So I'm going to say left foot gone and I'm going to constrain that group to that.

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So I'm going to parent to it parent constrained.

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So when we rotate this, it will rotate with the control and it will move with it.

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Cool.

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So now we need to hook up through set driven keys the rotation of these joints so that we can have all

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of these different pivots.

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And so we have essentially three different pivots.

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We have the heel pivot, we have the toe pivot and we have the ball pivot.

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But I want to create a control that controls all of these from one.

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So let's go click on the controller and let's go to edit add attribute.

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We get a new menu and we can give it a name.

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Let's call it foot roll.

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And we want it to be a float because it's going to be a number and there's no minimum maximum.

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Right now, we can change all that later.

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OK, so now you can see we actually have a new value here.

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Middle mouse, drag it.

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Nothing happens because we need to hook it up.

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So let's go to edit.

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Set driven key.

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So now we get another new menu, so the driver is going to be this controller, so we need to load this

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as the driver right now.

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It's the driven and that's wrong.

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We want it to be the driver.

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So let's say load driver, OK?

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And let's select the actual attribute, because we need to select which one we're saying is the driver

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of this object here and now we can select the heel and we need to add that as the driven and we want

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the let's see which axes we're talking about.

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It looks like the Z.

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So we want the Z axis.

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We can see it changing over here.

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So let's say rotate Z.

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And right now with the foot roll at zero and the rotate Z at zero, we want to set a key select set

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of key.

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Now let's change the value of the foot roll to be something in the negative.

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So let's go maybe 90 or let's go maybe 60 and well, let's just go to 90.

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Let's go do something further than what we're going to need it to be.

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So let's go to ninety.

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And then under rotate Z we can actually double click this and get back to the joint or we can selected

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there and we can change this to be rotate 90.

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So it's way beyond what we'll ever need, and now it's Seddiqui, so what do we just do if we go back

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to the foot roll and we middle mouse drag this?

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Now, we actually have mapped the rotation of that joint to a new attribute and our controller.

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But if you notice, this kind of slows down when we're at the either end, and that's because the tangents

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are kind of beziers blind.

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So let's open that up and take a look at what's actually happening in the animation of this connection.

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So I'll go to the graph editor and let's go to the left heel.

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Which actually has the animation and you can see, in fact, it is slowing down at the beginning and

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at the end, let's select both of these key frames and go do a linear interpolation.

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So now when we select the con and we do a foot roll, it's going to be a straight interpolation.

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It's not going to try to slow down at either end.

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Cool.

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So now let's do the same thing for the ball and the toe rotation.

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So I'm going to load in these joints as the driven.

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So we've already got the heel done.

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Let's load the driven of the left ball.

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Let's make sure that the foot roll is at zero.

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And let's a want to make sure, too, that we're working on the right axes of this joint.

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So again, it's going to be rotate Z, let's select, rotate and inadequate.

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So now we have a zero position.

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Now let's go back to the foot roll and let's increase this to maybe 45, I believe.

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I guess negative.

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Forty five.

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And then let's go to the joint here and let's do the same thing here.

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Let's go 45

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and looks.

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Let's take a look at that, because what we're going to make, we're going to build in the kind of heel

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to tell action.

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I think that's too much.

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I think we actually want it to be something like maybe thirty, let's say, with that selected, let's

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choose 30.

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And I think that's probably closer to what we would expect a foot roll to be.

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So let's go to the Khan and let's change that to negative thirty and it change the the left ball because

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it's thinking it's trying to follow that.

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So we just need to get that back to thirty and now.

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So now when we get a foot roll and we go back and forth, we can see that we go from a heel to it to

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a flat foot to now the the ball of the foot starts lifting.

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Right.

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The heel starts lifting up this way.

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So we have this type of motion.

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So now it gets to thirty, it stops.

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So let's go to thirty or negative thirty.

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And you can you could do this in negative or positive.

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It doesn't really matter which way you do it.

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It's just whatever you prefer.

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I just chose I guess, you know, this is positive for me and the heel touch down there.

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So let's let's go to negative thirty and the foot roll and then let's add in the toe for the driven

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here.

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So let's set a key on let's make sure to rotate Z again.

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It is.

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Let's choose the rotate Z and with the foot roll at negative thirty let's add a key.

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Basically what we're saying is we want the toe to pick up where the ball the foot leaves off, OK?

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And now that we have that, we can rotate this.

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Let's see, let's see what we want it to go to, because I think probably 90 is too much.

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Let's do something.

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I mean, I guess we could do ninety.

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Let's just do ninety because I'm kind of like the heel.

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We will never do ninety, but it's nice to have, like, the extremes.

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So let's go negative ninety.

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And with that we can rotate this up ninety and we can key.

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Now the other thing we need to do is to also set a key for the ball, the foot, because we don't want

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it, we want it to straighten out here.

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We don't want it to continue to stay at this angle.

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So let's load back in the ball and go to Z in zero that out.

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And now we can seddiqui for that.

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And what we get.

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Is a foot roll from the heel?

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To the TEL.

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Check that out.

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And it's all in one control, we don't have to, you know.

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Animate three different joints.

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We get that all in one control, I'm just sliding this around.

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We just need to fix the animation of these joints because they're also a kind of smooth transition.

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So let's go back to the animation.

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Ed Graf Ed.

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Let's look up this control here.

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Let's just make that linear.

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Let's do the same thing for the ball of the foot.

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We'll make that linear.

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And now for this attribute on the curve, let's make the positive the min max niños.

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So let's go edit.

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Let's go to edit, edit attribute, and we can select the attribute and say has a minimum and has maximum,

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the minimum is going to be negative 90 and the maximum positive is going to be 90.

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So let's say close and now it won't let us go past those values.

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So now it'll go to 90 and stop.

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Great, so let's do this reverse foot rig setup for the other side and then let's finish out the foot

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rig and create a separate control just for the toe.

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I'll see you the next lesson.

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Thanks for watching.
