Foot Roll with FK toes offset

Issues concerning rigging & Face Robot...
Sil3
Posts: 54
Joined: 09 Jun 2009, 21:17

Foot Roll with FK toes offset

Post by Sil3 » 08 Oct 2012, 01:49

Im having an issue where I need to have a regular Foot Roll but also need to be able to FK control the bones as well. At first I though it would be a basic thing to get but... :| .. I cant seem to figure it out.

My Foot Roll nulls hierarchy is like this:

Image

Then the Chain is Position Constrained to the Ctrls, except the eff that is Pose Constrained to the Tip_ctrl (the UpVectors for the Toe_bones aren't in the image)


I need then to FK Control the Toes_bn1, 2 and 3 and keep the Roll constraints.


Even went to take a look on how the XSI Biped rig does it, and its a simple Hierarchy with some extra controls to offset the Bones in FK, but something must be working under the hood because even trying to mimic its Hierarchy things wont work as expected ;)

I'm assuming that there must be a "simple trick" to it, but I can´t seem to get there and got stuck on it it so any help is appreciated :)

EricTRocks
Moderator
Posts: 754
Joined: 25 Nov 2009, 00:41

Re: Foot Roll with FK toes offset

Post by EricTRocks » 08 Oct 2012, 05:44

You're probably going to want to create the controls with buffer nulls as their parents. Then constrain those buffer nulls to the bones. You'll also probably want to create null objects which are constrained to those controls and use them as envelope deformers instead of the actual bones themselves
Eric Thivierge
Lead Kraken Developer, Fabric Engine
http://fabric-engine.github.io/Kraken

Sil3
Posts: 54
Joined: 09 Jun 2009, 21:17

Re: Foot Roll with FK toes offset

Post by Sil3 » 08 Oct 2012, 19:21

Hi Eric,

First of all thanks for the reply.

I had already tried that solution but as soon as we constraint the buffer we then loose the "FK Hierarchy". Since they are constrained we cant rotate them. Or maybe I'm understanding it wrong, which probably is the cause :)


Anyway I decided to take another look on how the Biped works and... man the solution is so simple... I didn't saw it before but this time I did ahaha. The "trick" was to negate the Ball's Rotations on the Buffer with an expression (sounds weird I know :-j ):

Image




And it works wonders for what I need:

Image



So simple and all along right in front of me... like an old Portuguese saying: if it was a snake it would had bitted me.