Join Ron Friedman for an in-depth discussion in this video Creating the foot bones, part of Rigging a Humanoid Character with Blender.
- In this lesson, we're going to start setting up the IK for the foot, in order to make sure that it behaves properly, as well as doing all the functions that we would like it to be able to do while staying registered to the ground. So, one of the first things that I wanna do is, before we go any further, I'm going to go to Edit Mode, and I'm gonna select the IK foot here, because of the fact that I need to clear the target in order to be able to make sure that it can move freely. So, I'm going to hit "alt+p", which brings up the Clear Parent menu, and select, "Clear Parent".
It is now free to move around. So, if I go back into Pose Mode, I can now move that around and we can can see it move. But, you'll notice there is rotation going on in the foot as this is moving around, even though we're not rotating the object, and that's exactly what we're going to be fixing today. So, now that that's taken care of, we'll go back to Edit Mode, and I'm gonna switch the display to Wire Frame. I'm gonna go to the Right Ortho view, and what I'm gonna do is I'm going to select our Toe Bone, like so, and I am going to hit, "shift+d", which is the shortcut to Duplicate Bone.
The reason I wanted to duplicate this bone, is that if I shift to the Front View, you'll notice that it is exactly aligned with the rest of the bones, which is what I want. So, by duplicating it, and then just selecting to, "Clear Parent", I know that it's correctly aligned. I'm gonna zoom in a little here, and I'm going to move it to line up so that the pivot point lines up with the heel, and I'm gonna grab this point and have that line up with the toe, like so.
Next, I'm going to use the shortcut, "e", for Extruding, and Extrude one bone up here and then again, by hitting, "e", another bone here. I want this joint to live exactly where this one does, so if I select this joint, and hold down, "shift+s", that brings up the Snap menu. I can now choose, "Cursor to Selected", and that will snap the cursor to what I have selected. I can now select this joint, hit "shift+s", again, and choose, "Selection to Cursor", and that snaps that selection exactly to where I placed the cursor.
And, then now I'm just gonna grab this joint and move that somewhere over here, like so. And, now let's go ahead and name these bones. I'm going to select this one, and we're going to call this one, "Bone Heel Roll.L" This one is going to be called, "Bone Toe_Roll.L". And, this last one will be called, "Bone Ball Roll.L".
And, the reason for that is because if I go to Pose Mode, then you can see that by selecting this bone, and turning on "Rotation", we'll be able to use that to have the foot lift at the heel. If I select this bone, we'll be able to use that to rotate the foot up from the toe. And, if we select this joint, we'll be able to use that to rotate the foot from the ball of the foot.
Now, I'm gonna switch back to Edit Mode. And, now I wanna add two bones going from side to side. So, what I'm gonna do is I'm going to go to the Top View, and I'm going to place my cursor here so that it's kind of at the edge of the widest part of the foot. And, having placed that cursor here, I'm going to hit, "shift + a", to create a new bone. I'm now going to move here, to the Front View, and I'm going to grab that edge of that bone, and by holding down the "Ctrl" key, I can snap it so that's it in direct line with the other bone, and finish that off.
I'm gonna scrub in a little bit, and I'm gonna move that over so that it is lined up with the edge of the thickest part of the foot, and then do the same thing here, move that out of the way, get that to the thickest edge of the foot. I'm then going to select the entire bone and move it down so that it is in line with the bottom of the foot, so we can bank from there. And, I'm gonna name this bone, "Bank Right.L".
I'm gonna select this, use "shift+s" to bring the "Cursor to Selected" so it's lined up there. And now, I'm gonna select that bone again, and use, "shift+d", to Duplicate it. Having duplicated it, move it over here somewhere like so. I'm going to "Clear the Parent", so that it's not connected. I'm gonna change the name to, "Bank Left.L", like so. And, this bone is going to go in the opposite direction. So, let me go ahead and select that joint, "shift+s", "Cursor to Selected".
Select this joint, "shift+s", "Selection to Cursor", and then do the same there here. Select that, "Cursor to Selected", select this, "Selection to Cursor". Now those bones are lined up, but I want them to be separated somewhat. So, I'm gonna go back to my Top View, like so, select one of the those two bones and just scoot it up a little bit so that it's away from it's partner. Then, select the other bone as well, and move them both more towards the middle of the foot so that it would bank from the middle.
And so, in the next lesson, we are going to continue adding controller bones and starting to set up the IK to get our foot to behave in the way that we want it to for the sake of animation.
- Importing the mesh
- Creating the root and spine bones
- Building the foot bones
- Making the arms and hands
- Creating custom controller shapes
- Weighting the mesh of the body to the bones