Changing Pivot Location....or..how do I change a foot control's pivot mid-animation..

lwanmtr

Lwanmtr
Im working on an animation and I have a character that turns around....my problem is getting the foot controller turned around, while pivoting the foot on the toe, rather tan the heel (which is unnatural).

If I use the toe control to swing the foot around, it moves away from the controller, which makes aligning them again a pain (without the foot sliding all over the place), as well as causing undesirable effects.

Screenshot 2020-01-06 20.43.16.png

Ive racked my brain on how to do this and would welcome any ideas..specially ones that dont require me to rebuild the rig..hehe.
 

lwanmtr

Lwanmtr
I found a rather simple and elegant method that doesnt require me to rebuild the rig....I can simply animate my ankle controller along the z axis to put the toe in the center of the foot controller..then when I need I can move it back to its base position for normal operation.

Screenshot 2020-01-06 22.33.31.png
 

Ryan Roye

Animator
Rigs like this are designed to be animated in a very particular way, so with Genoma1 and 2 (and all other rigs similar to them), you need to think about how the controls are related and keep track of how you keyframe everything. Just know that you will eventually need to supplement rigs with your own rigging for those situations where it becomes impractical or impossible to continue animating... aside from that, it can also save you a lot of time too. Say you want to make a character pull a lever, knowing how to attach the hand to the lever and turn that action into a single control will save you tons of time.
 

lwanmtr

Lwanmtr
Indeed. I do have a more complex rig I was making, but ran into some headscratchers, so I put it on hold. I was able to modifiy a genoma rig to do what I need it to do..though I had forgotten toe pivoting...but luckily, shifting the ankle position back when I need works just fine (as long as I remember to shift it back...hehe)
 
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