Join George Maestri for an in-depth discussion in this video Rigging the heel and toe controls, part of 3ds Max: Character Rigging.
So now we've put our IK hand goals into the scene. And let's go ahead and wire them into our foot controls. And that would be these little splines here that allow us to control the foot. So the first thing I want to do is set up the heel. Now I want to set up the heel by actually being able to lift the foot here and that will actually lift the heel. But because we have this controller here pivoting right at the tip of that, it's going to be in just the right place to do this properly. So again, I'm going to go ahead and open up a Scene Explorer so we can see how this works. We're going to be building a hierarchy. So I want you to see the hierarchy as we build it. So the first thing I want to do is go ahead and lets' do select and link. And I'm going to go ahead and link the left foot here to this heel control. And you can see here now, I've got my left heel and my ikat for my foot. And when I rotate that heel, because the pivot point is positioned properly, you can see how I can rotate. That heel control and the foot will lift.
In fact, if we zoom out a little bit here, you can see that we can actually bend the heel. And also, bend the knee a little bit because we're lifting the heel. So we can do the same thing at the front of the foot. We can select our toe. And connect it to our toe bend controls. So let's do that I'm going to select a link and link that in and then I can rotate this and you can see that now I'm getting this toe is kind of bending. So now we've got a couple of controls here and also want to get this control here which lifts the entire foot onto the toe. Now in order to do that, I need to connect this control and this control, to this one. So, I need to create a more complex hierarchy. So again, I'm going to select this.
Let's just do these one at a time. We're going to select the heel, link it to this control here. Select this Toe Bend control, and again, link it to Toe Tip. So now under Toe Tip, I have the heel and the Toe Bend control. And when I rotate those, you can see I'm rotating the foot. But there's a problem here because this IK goal or this IK handle is being left behind. So, this one here, again, needs to be linked into this toe tip.
So, I'm going to select that, and link it. And now with all of these under that toe tip I can rotate. So, I've a three way control here. I've got the heel. I've got the toe tapping, or bending. And then I've got the lifting of the foot onto the toe. So you can see that by clever use of hierarchies we can actually create a very sophisticated control system.
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls