Tip:
Highlight text to annotate it
X
Welcome back to the advanced mega rig tutorial in the leg's phase.
The moment has arrived to add a variable rotation pivot to the IK leg.
With this we'll achieve that the character have a mayor flexibility in his capacities' range at the point of animating it.
Like that the animator will count on a lot more freedom to animate our character.
The animator could make the leg move in circumferences, resulting in being able to achieve a more cartoonish animation simpler.
Let's begin.
Be sure that kneePointer copies the location of thighGeo.
In the outliner, I make it unselectable.
Select foot-Ctl_IK. Duplicate it and move it up a little.
Name the new bone foot-ROT_Ctl_IK.
Duplicate another bone, name it foot-ROT_pivot_IK.
Adjust the bones and change to b-bone to work better with them.
Parent ROT to pivot, in keep offset.
As you can see Tippytoes is parented to foot-Ctl and its needed that it's parented to pivot, and rot to foot-Ctl.
And of course, doesn't work, because I didn't parent pivot to rot.
So I parent them right now.
Now all the bones move the foot.
I'm set to change their shapes.
In this case I have a pack of shapes set to add.
To foot-ROT I gave it rotBOT and, evidently, to foot-pivot I put the pivotBOT.
To foot-ROT block its location axes, unblock the 4 for rotation and be sure that it's in Quaternion.
Snap the bones to the footGEO's base in edit mode.
Now we can move the foot-pivot bone, which work as offset point for the rotation...
... and the foot-ROT bone as the origin point and the rotation control. Making it technically the real pivot.
Duplicate foot-Ctl_IK and call it foot-Ctl_IK-PH.
Also, delete its custom shape.
Now with foot-Ctl_IK selected, provide in the At bar under Custom Shape, in the Display tab, foot-Ctl_IK-PH.
This will provoke the foot-Ctl_IK bone's visualization to follow the foot-Ctl_IK-PH's position.
Parent foot-Ctl_IK-PH to foot-ROT_pivot-IK, in keep offset.
The PH bone change it to the layer before the last.
Like that the figure will apparently follow the bone but the widget will stay in its origin point.
As well as the rotation point, in the case that the axes for that bone are unblocked.
Change thighFK to shinFK, and shinFK to thighFK.
The same for the IK bones.
thighIK-tip also changes thigh for shin.
The long shinIK.001 bone changes to MCHkneeRot.
thigh-Follower changes to shin-Follower and go on until all the bones having thigh are changed to shin.
Since this was wrong I wanted to make sure to change it to their right names to make it logical.
Well, that is all for this tutorial, see you in the next one.