Just a quick note on using reverse foot rigs on digitigrade legs. I have experimented around with different ways to move legs while keeping the feet in one place, but this one turned out to work the best (I will not explain how to set up a reverse foot rig, as it's best seen in motion, so head over to Youtube for that). Another possibility would be to have h´just a control bone with the toes copying its rotation, but having an IK chain with more than 2 bones resulted in some derps that can either be chalked up to the rotation limits or the "stretch to" bones on the membranes.
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Digitigrade legs are such a pain to rig. I couldn't find one with good balance between automation and control for years.
I used to make a rig like this. Yeah, it works, but the problem with it is that matching ankle rotation to the movement of the leg naturally is a lot of tedious work.
You should try a digitigrade leg with 2 IK chains:
1. One IK goes all the way from the hip to the ball and has its own bone chain matching that of the final leg (minus the toes, etc.). The target is linked to whatever foot control you would link an IK control if it had only 2 bones.
2. An FK control is placed at the ball (NOT ankle), it is linked to the ankle-foot bone that is controlled by the previous IK chain.
3. The 2nd IK controls the thigh and shin bones only, and it's target is linked to the FK foot control (2.)
4. The ankle-foot bone of the final chain has a lookAt, pointing at the fk control.
With this rig, when you pull the foot IK control down, the entire leg (including the ankle) stretches out nicely; and all of it compresses quite naturally when you lift it. And if you need to adjust the ankle angle during a run cycle or whatnot, you can do that with the FK control at the ball.
If my description was too confusing, you could watch this:
http://www.riggingdojo.com/rigging-.....endly-rigging/
Highly recommended tutorial regardless - it has very good solutions for rigging quadrupeds. The scapula rig is absolutely brilliant.
(Yeah, it's in maya, but the principles should be the same in any software that has IKs and lookats; I'm a max user and i had no trouble following it.)
I used to make a rig like this. Yeah, it works, but the problem with it is that matching ankle rotation to the movement of the leg naturally is a lot of tedious work.
You should try a digitigrade leg with 2 IK chains:
1. One IK goes all the way from the hip to the ball and has its own bone chain matching that of the final leg (minus the toes, etc.). The target is linked to whatever foot control you would link an IK control if it had only 2 bones.
2. An FK control is placed at the ball (NOT ankle), it is linked to the ankle-foot bone that is controlled by the previous IK chain.
3. The 2nd IK controls the thigh and shin bones only, and it's target is linked to the FK foot control (2.)
4. The ankle-foot bone of the final chain has a lookAt, pointing at the fk control.
With this rig, when you pull the foot IK control down, the entire leg (including the ankle) stretches out nicely; and all of it compresses quite naturally when you lift it. And if you need to adjust the ankle angle during a run cycle or whatnot, you can do that with the FK control at the ball.
If my description was too confusing, you could watch this:
http://www.riggingdojo.com/rigging-.....endly-rigging/
Highly recommended tutorial regardless - it has very good solutions for rigging quadrupeds. The scapula rig is absolutely brilliant.
(Yeah, it's in maya, but the principles should be the same in any software that has IKs and lookats; I'm a max user and i had no trouble following it.)
Well, the problem I have is the IK chain issue I mentioned and that my rig doesn't have a separate bone for the balls - the shape of the foot would make for very awkward deformations. I guess I have to deal with the manual adjustments of the ankle rotations, because everything else I tried out was way more horrible.
The shoulder rig is sonething I will definitely try out when rigging anything with a more flexible shoulder girdle, though.
The shoulder rig is sonething I will definitely try out when rigging anything with a more flexible shoulder girdle, though.
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