Tools & Techart Topics
During one of the feedback sessions of the rigging for games course a student changed the setup in the footroll. The idea and question was to get more control as an animator, making sure that the pivot for banking and the footroll is exactly where the edge of the mesh is.
while talking about the possibilities for footroll setups I remembered a post created by Chris Lesage, and started creating the basics for this setup. it has some similarities and can probably even be joined together in some ways.
The setup exists out of a driver system and a driven system. The driver system is the footRollCtrl, this is what i usually use for driving the side to side and the full roll attached to it is a locator which will be the guide and in the parent of the footRollCtrl there is a perfect circle that we use to get information from.
On the other end we have the reciever of the information. the curve in the shape of the foot is parented to the basejoint, the joint hierarchy underneath (curveIdentifier, footCenter) shares the same orientation. Using the information from the driver setup we can get the perfect point on curve placement to set the curveIdentifier. The footCenter is then calculated using the inverse translation of the curveidentifier.
The nearestPointOnCurve is used in the driver setup to get the parameter, this parameter is used in the pointOnCurveInfo to gather the position from the distorted shape.
The nodegraph below shows the setup in more detail, i already added a blendshape to be able to shift the weight between toe and ball joints.
- driver setup
- distoreted shape for information
- driven setup
For the people that want to have a better look here is the scene file: