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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>Character Animation</TD
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><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="Lyubomir_tutorial"
></A
>Rigging a Hand and a Foot</H1
><P
><I
CLASS="emphasis"
>by Lyubomir Kovachev</I
></P
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="section_rigging_hand"
></A
>The Hand</H2
><P
>&#13;	Setting up a hand for animation is a tricky thing. The gestures, the movements of 
	wrists and fingers are very important, they express emotional states of the 
	character and interact with other characters and objects. That's why it's 
	very important to have an efficient hand set-up, capable of doing all the 
	wrist and fingers motions easily. Here is how to do it:
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.301"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_01.png"></P
></DIV
><P
><B
>Figure 26. The Arm model</B
></P
></DIV
><P
>&#13;	We'll use a simple cartoony arm mesh in this tutorial (<A
HREF="x7002.html#BSG.RIG.F.S68.301"
>Figure 26</A
>).
</P
><P
>&#13; 	The following set-up uses one IK solver for the movement of
 	the whole arm and four other IK solvers, one for each finger. The
 	rotation of the wrist is achieved by a simple FK bone.
</P
><P
>&#13; 	OK. Take a look at the arm mesh and let's start making
 	the armature.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.302"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_02.png"></P
></DIV
><P
><B
>Figure 27. Drawing the armature</B
></P
></DIV
><P
>&#13; 	Position the 3D cursor in the shoulder, go to front view
 	and add an armature. Make a chain of three bones - one in the
 	upper arm, the second one in the lower arm and the third
 	one should fit the palm, ending at the beginning of the
 	middle finger. This is called an chain of bones. (<A
HREF="x7002.html#BSG.RIG.F.S68.302"
>Figure 27</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.303"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_03.png"></P
></DIV
><P
><B
>Figure 28. Placing the armature in side view.</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.304"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_04.png"></P
></DIV
><P
><B
>Figure 29. Placing the armature in side view.</B
></P
></DIV
><P
>&#13; 	Now change the view to side view and displace the bones so
 	that they fit in the arm and palm properly
 	(<A
HREF="x7002.html#BSG.RIG.F.S68.303"
>Figure 28</A
> (<A
HREF="x7002.html#BSG.RIG.F.S68.304"
>Figure 29</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.305"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_05.png"></P
></DIV
><P
><B
>Figure 30. Wrist IK solver.</B
></P
></DIV
><P
>&#13; 	Zoom in the hand and position the cursor at the root of
 	the bone, positioned in the palm. Add a new bone,
 	pointing right, with the same length as the palm bone.
 	This will be the IK solver for the arm. (<A
HREF="x7002.html#BSG.RIG.F.S68.305"
>Figure 30</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.306"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_06.png"></P
></DIV
><P
><B
>Figure 31. Rigging the finger.</B
></P
></DIV
><P
>&#13; 	Position the 3D cursor at the beginning of the middle
 	finger and in from view start building a new chain,
 	consisting of four bones (<A
HREF="x7002.html#BSG.RIG.F.S68.306"
>Figure 31</A
>). 
	Three of them will be the actual bones
 	in the finger, and the fourth bone will be a null bone -
 	this is a small bone, pointing to the palm, that will
 	help turning the whole chain to an IK chain later.
</P
><P
>&#13; 	Again, change to side view and reshape the bones so that
 	they fit the finger well. It could be a tricky part and
 	you may also view the scene using the trackball while
 	reshaping the bones (<A
HREF="x7002.html#BSG.RIG.F.S68.307"
>Figure 32</A
>). 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.307"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_07.png"></P
></DIV
><P
><B
>Figure 32. Rigging the finger.</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.308"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_08.png"></P
></DIV
><P
><B
>Figure 33. Adding the finger IK solver.</B
></P
></DIV
><P
>&#13; 	Now add the IK solver for this finger chain. Position the
 	3D cursor at the root of the null bone and add bone
 	with the length of the other three bones in the finger
 	(<A
HREF="x7002.html#BSG.RIG.F.S68.308"
>Figure 33</A
>). 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.309"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_09.png"></P
></DIV
><P
><B
>Figure 34. Rigging the other fingers.</B
></P
></DIV
><P
>&#13; 	Repeat the same for the creation of the IK chains for the
 	other three fingers. The only difference with the thumb
 	is that it has two actual bones, instead of three. You
 	can just copy and paste the chain and just reshape,
 	reshape, reshape...
	(<A
HREF="x7002.html#BSG.RIG.F.S68.309"
>Figure 34</A
>). 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.310"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_10.png"></P
></DIV
><P
><B
>Figure 35. Naming overview.</B
></P
></DIV
><P
>&#13; 	The time has come for the boring part - naming of the
 	bones. You cannot skip this, because you'll need the bone
 	names in the skinning part later. Bones are named as in 
 	<A
HREF="x7002.html#BSG.RIG.F.S68.310"
>Figure 35</A
>. 
</P
><DIV
CLASS="note"
><P
></P
><TABLE
CLASS="note"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/note.gif"
HSPACE="5"
ALT="Note"></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	The names of the bones of finger 1 and finger 2 are
 	not shown here. They are identical to the names of the
 	bones of finger 3, only the number changes.
</P
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.311"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_11.png"></P
></DIV
><P
><B
>Figure 36. Parenting the Thumb.</B
></P
></DIV
><P
>&#13; Now let's do some parenting. 
</P
><P
>&#13; 	Select the root thumb bone "ThumbA.R" (<A
HREF="x7002.html#BSG.RIG.F.S68.311"
>Figure 36</A
>) and in
 	the edit menu click in the "child of" field and
 	choose "Hand.R". You've just parented the thumb
 	bone chain to the hand bone.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.312"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_12.png"></P
></DIV
><P
><B
>Figure 37. Parenting the other fingers.</B
></P
></DIV
><P
>&#13; 	By repeating the same process parent the following bones 
	(<A
HREF="x7002.html#BSG.RIG.F.S68.312"
>Figure 37</A
>):
</P
><P
></P
><UL
><LI
><P
>"Fing1A.R" to "Hand.R"</P
></LI
><LI
><P
>"Fing2A.R" to "Hand.R"</P
></LI
><LI
><P
>"Fing3A.R" to "Hand.R"</P
></LI
><LI
><P
>"IK_thumb.R" to "Hand.R"</P
></LI
><LI
><P
>"IK_fing1.R" to "Hand.R"</P
></LI
><LI
><P
>"IK_fing2.R" to "Hand.R"</P
></LI
><LI
><P
>"IK_fing3.R" to "Hand.R"</P
></LI
></UL
><P
>&#13; 	Why did we do all this? Why did we parent so much bones to 
 	"Hand.R"? Because when you rotate the hand (i.e. "Hand.R") 
 	all the fingers will follow the hand. Otherwise the fingers 
 	will stay still and only the palm will move and you'll get 
 	very weird result. 
</P
><DIV
CLASS="note"
><P
></P
><TABLE
CLASS="note"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/note.gif"
HSPACE="5"
ALT="Note"></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	No IK tool bone is child of any bone of the chain it controls. All
	of them are children of "Hand.R". 
</P
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.313"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_13.png"></P
></DIV
><P
><B
>Figure 38. Seting the IK solver for the wrist. Selecting the bone.</B
></P
></DIV
><P
>&#13; 	Time to add constraints. Enter pose mode (<A
HREF="x7002.html#BSG.RIG.F.S68.313"
>Figure 38</A
>)
 	and go in Object Context (<B
CLASS="keycap"
>F7</B
>). Choose "Hand.R" and add an IK solver constraint
	to it in the <TT
CLASS="literal"
>Constraints</TT
> Panel. 
 	In the <TT
CLASS="literal"
>OB</TT
> field type the object name: "Armature". 
	The bone went to the centre of 
 	the armature, but we'll fix this now. In the new <TT
CLASS="literal"
>BO</TT
>
	 field, that appeared in the 
 	constraint window, type the bone name "IK_arm.R". This will be the IK solver bone 
 	controlling the arm motion (<A
HREF="x7002.html#BSG.RIG.F.S68.314"
>Figure 39</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.314"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_14.png"></P
></DIV
><P
><B
>Figure 39. Setting the IK solver for the wrist. Setting the Constrain.</B
></P
></DIV
><P
>&#13;	Now by repeating the same procedure:
</P
><P
></P
><UL
><LI
><P
>select "ThumbNull.R" and add IK solver "IK_thumb.R",</P
></LI
><LI
><P
>select "Fing1null.R" and add IK solver "IK_fing1.R",</P
></LI
><LI
><P
>select "Fing2null.R" and add IK solver "IK_fing2.R",</P
></LI
><LI
><P
>select "Fing3null.R" and add IK solver "IK_fing3.R".</P
></LI
></UL
><P
>&#13;	You're finished with the bone part. In pose mode select different IK solvers 
	and move them to test the IK chains. Now you can move the fingers, the thumb, 
	the whole arm and by rotating the "Hand.R" bone you can rotate the whole hand.
</P
><P
>&#13; 	So let's do the skinning now. It's the part when you tell the mesh how to deform. 
 	You'll add vertex groups to the mesh. Each vertex group should be named after 
 	the bone that will deform it. If you don't assign vertex groups, the  
 	deformation process will need much more CPU power, the animation process 
 	will be dramatically slowed down and you'll get weird results. It's highly 
 	recommended (almost mandatory) that you use subdivision surfaces meshes 
 	for your characters with low vertex count. Otherwise if you use meshes 
 	with lots of vertices, the skinning will be much more difficult. 
 	Don't sacrifice detail, but model economically, use as less vertices 
 	as possible and always use SubSurf. 
</P
><P
>&#13; 	Parent the Mesh to the Armature, int the Pop-Up select <TT
CLASS="literal"
>Armature</TT
>
 	and in the following select <TT
CLASS="literal"
>Name Groups</TT
>. Your Mesh
 	will be enriched by empty Vertex Groups.
</P
><P
>&#13; 	Select the arm mesh, enter Edit Mode and switch to Editing (<B
CLASS="keycap"
>F9</B
>) Context.
 	In the <TT
CLASS="literal"
>Mesh Tools 1</TT
> of the Edit Buttons Window
	notice the small group of buttons
 	with the word <TT
CLASS="literal"
>Group</TT
> on top. Thanks to the automatic naming
 	feature you have already all the groups you needed created.
 	(<A
HREF="x7002.html#BSG.RIG.F.S68.316"
>Figure 40</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.316"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_16.png"></P
></DIV
><P
><B
>Figure 40. Vertex group names.</B
></P
></DIV
><P
>&#13; 	Actually the automatic Grouping scheme has created vertex groups
 	also for the "IK" and "null" bones <I
CLASS="emphasis"
>unless</I
>
	you have set them <TT
CLASS="literal"
>Unskinnable</TT
> before. 
	These are useless and you can safely
 	delete. 
</P
><P
> 
 	Now let's do the tricky part: Select the vertex
 	group "ArmHi.R" from the edit buttons by
 	clicking on the small button with the white minus sign.
 	Now look at the 3D window. Select all the vertices that
 	you want to be deformed by the "ArmHi.R" bone.
 	(<A
HREF="x7002.html#BSG.RIG.F.S68.317"
>Figure 41</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.317"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_17.png"></P
></DIV
><P
><B
>Figure 41. ArmHi.R vertex group.</B
></P
></DIV
><P
>&#13; 	Now press the <TT
CLASS="literal"
>Assign</TT
> button in the edit
 	buttons window (<A
HREF="x7002.html#BSG.RIG.F.S68.318"
>Figure 42</A
>).
 	You've just added the selected vertices
 	to the "ArmHi.R" vertex group. These vertices
 	will be deformed by the "ArmHi.R" bone. 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.318"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_18.png"></P
></DIV
><P
><B
>Figure 42. Assigning vertices to a group.</B
></P
></DIV
><P
>&#13; 	Repeat the same steps for the other vertex groups: select vertices 
 	and assign them to the corresponding group. This is a tricky process. 
 	Do it carefully. If you've assigned some vertices to a certain group 
 	by mistake, don't worry. Just select the unneeded vertices and 
 	press the <TT
CLASS="literal"
>Remove</TT
> button. 
 	You can add a vertex to more than one 
 	vertex group. For example the vertices that build joints 
 	(of fingers, wrist, elbow, etc.) could be assigned to the two vertex 
 	groups that are situated close to it. You can also assign vertices 
 	to deform with different strength. The default strength is 1.000, 
 	but you can add vertices with strength 0.500 or less. The lower
 	the strength value, the less deformation for that vertex. 
 	You can make a vertex deform 75% by one bone and 25% by another, or 50% 
 	by one and 50% by another. It's all a matter of testing the deformation 
 	until you achieve the result you want. In general if your arm model 
 	has half-flexed joints (as the model in this tutorial you will get good 
 	results without using strength values different than 1.000. My own 
 	rule of thumb when modelling a character is: always model the arms 
 	fingers and legs half-flexed, not straight.
 	This is a guarantee for good deformation.
</P
><P
>&#13; 	When you're finished adding vertices to vertex groups, if you haven't made any 
 	Mistakes, you'll have a well set up arm with a hand. Select 
 	the armature, enter pose mode, select the different IK 
 	solvers and test the arm and fingers (<A
HREF="x7002.html#BSG.RIG.F.S68.319"
>Figure 43</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.319"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/hst_19.png"></P
></DIV
><P
><B
>Figure 43. Different Poses.</B
></P
></DIV
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="section_rigging_foot"
></A
>The Foot</H2
><P
>&#13; 	The set-up of legs and feet is maybe the most
 	important thing in the whole rigging process. Bad foot
 	set-up may lead to the well known "sliding-feet"
 	effect, which is very annoying and usually ruins the
 	whole animation. A well made complex foot set-up must be
 	capable of standing still on the ground while moving the
 	body, and doing other tricky stuff like standing on
 	tiptoe, moving the toes, etc. Now we're going to discuss
 	several different foot set-ups that can be used for
 	different purposes.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.401"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_01.png"></P
></DIV
><P
><B
>Figure 44. A (wrong) leg rig.</B
></P
></DIV
><P
>&#13; First let's see how a bad foot set-up looks like
(<A
HREF="x7002.html#BSG.RIG.F.S68.401"
>Figure 44</A
>).
</P
><P
>&#13; 	Start building a bone chain of three bones - one for the 
	upper leg, the second one for the lower leg and the third 
	one for foot. Now move the 3D cursor at the heel joint and 
	add another bone - this will be the IK solver. Now add that bone 
	as an IK solver constraint to the foot bone. 
	(<A
HREF="x7002.html#BSG.RIG.F.S68.402"
>Figure 45</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.402"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_02.png"></P
></DIV
><P
><B
>Figure 45. Assigning the IK constraint.</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.403"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_03.png"></P
></DIV
><P
><B
>Figure 46. The rig in pose mode.</B
></P
></DIV
><P
>&#13;	Test the armature: in pose mode grab the IK solver and move it -
 	it's moving OK. Now grab the first bone in the chain (the
 	upper leg) and move it. The foot is moving too and we
	don't want this to happen! 
	(<A
HREF="x7002.html#BSG.RIG.F.S68.403"
>Figure 46</A
>).
</P
><P
>&#13; 	Usually in an animation you'll move the body a lot. The
 	upper leg bone is parented to the body and it will be
 	affected by it. So every time you make your character
	 move or rotate his body, the feet will slide over the
 	ground and go under it and over it. Especially in a
 	walkcycle, this would lead to an awful result.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.404"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_04.png"></P
></DIV
><P
><B
>Figure 47. Adding a toe and some more IKA.</B
></P
></DIV
><P
>&#13; 	Now maybe you think this could be avoid by adding a
 	second IK solver at the toes (<A
HREF="x7002.html#BSG.RIG.F.S68.404"
>Figure 47</A
>).
 	Let's do it. Start a new
 	armature. Add a chain of four bones: upper leg, lower
 	leg, foot and toes. Add two IK solvers - one for the foot
 	and one for the toes. Parent the toe IK solver bone to
 	the foot IK solver bone.
</P
><DIV
CLASS="note"
><P
></P
><TABLE
CLASS="note"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/note.gif"
HSPACE="5"
ALT="Note"></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	The toe IK solver is parented to the Foot IK solver. This
	latter must <I
CLASS="emphasis"
>not</I
> be children of
	any other bone in the armature. Be sure of this and, to delete a parent relationship,
	remember that you can do so by selecting the empty entry in th<TT
CLASS="literal"
>Child of:</TT
>
	menu. Remember to check this for all subsequent examples.
</P
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.405"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_05.png"></P
></DIV
><P
><B
>Figure 48. Moving the leg.</B
></P
></DIV
><P
>&#13; 	Test this setup - grab the upper leg bome and move it (<A
HREF="x7002.html#BSG.RIG.F.S68.405"
>Figure 48</A
>).
 	Well, now the sliding isn't so much as in the previous
 	setup, but it's enough to ruin the animation.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.406"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_06.png"></P
></DIV
><P
><B
>Figure 49. Rigging with a null bone.</B
></P
></DIV
><P
>&#13; 	Start a new armature. Make a chain if three bones - upper
 	leg, lower leg and a null bone. The null bone is a small
 	bone, that we'll add the IK solver to. Now position the
 	3D cursor at the heel and add the foot bone. Now add the
	 foot bone as an IK solver constraint to the null bone 
	(<A
HREF="x7002.html#BSG.RIG.F.S68.406"
>Figure 49</A
>).
 	(You can also add another bone as an IK solver and add a
 	"copy location" constraint to the foot bone,
 	with the IK solver as target bone.)
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.407"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_07.png"></P
></DIV
><P
><B
>Figure 50. Rigging with a null bone.</B
></P
></DIV
><P
>&#13; 	Test this - now it works. When you move the upper leg
 	the foot stands still (<A
HREF="x7002.html#BSG.RIG.F.S68.407"
>Figure 50</A
>). 
 	That's good. But still not enough.  Move the upper leg up a bit more. The leg chain goes
 	up, but the foot stays on the ground. Well, that's a
 	shortcoming of this set-up, but you're not supposed the
 	raise the body so much and not move the IK solver up too
 	during animation... 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.408"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_08.png"></P
></DIV
><P
><B
>Figure 51. Adding the toe.</B
></P
></DIV
><P
>&#13; 	Again, build a chain of three bones - upper leg, lower
 	leg and null bone. Position the 3D cursor at the heel and
 	add a chain of two bones - the foot bone and the toes
 	bone. Now add an IK solver to the foot bone
 	(<A
HREF="x7002.html#BSG.RIG.F.S68.408"
>Figure 51</A
>). 
</P
><P
>&#13; 	Test it. This is a good set-up with stable, isolated foot
 	and moving toes. But you still cannot make standing on
 	tiptoe with this set-up.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.409a"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_09a.png"></P
></DIV
><P
><B
>Figure 52. Full complete leg rig.</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.409b"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_09b.png"></P
></DIV
><P
><B
>Figure 53. Zoom on the foot rig.</B
></P
></DIV
><P
>&#13; 	Build a chain of three bones - upper leg, lower leg
 	and null bone (name it LegNull) (<A
HREF="x7002.html#BSG.RIG.F.S68.409a"
>Figure 52</A
>). 
 	Starting at the heel
 	point, make a second chain of two bones only - foot bone
 	(Foot) and a small null bone (FootNull). Position the 3D
 	cursor at the end of the foot bone and add the toes bone
 	(Toes). From the same point create an IK solver bone
 	(IK_toes). Now position the 3D cursor at the heel and add
 	another IK solver there (IK_heel). Finally, starting
 	somewhere near the heel, add a bigger IK solver
 	(IK_foot) (<A
HREF="x7002.html#BSG.RIG.F.S68.409b"
>Figure 53</A
>). 
</P
><P
>&#13; Now let's add the constraints. Do the following:
</P
><P
></P
><UL
><LI
><P
>To the bone "Toes" add a copy location contraint with
target bone "IK_toes".</P
></LI
><LI
><P
>To "FootNull" - an IK solver constraint (target -
"IK_toes")</P
></LI
><LI
><P
>To "Foot" - copy location (target -
"LegNull").</P
></LI
><LI
><P
>To "LegNull" - IK solver (target -
"IK_heel")</P
></LI
></UL
><P
>&#13; 	Well, that's it. Now test the armature. Grab "IK_foot" 
 	and move it up. Now grab "IK_toes" and move it down. 
 	The foot changes it's rotation, but it looks like the toes are 
 	disconnected from it. But if you animate carefully you'll always manage 
 	to keep the toes from going away from the foot. Now return 
 	the armature to it's initial pose. grab "IK_heel" and "LegHi" 
 	and move them up. Now the character is standing on his tiptoes. 
 	The foot may appear disconnected from the toes again, but you can 
 	fix the pose by selecting "IK_heel" only and moving it a bit 
 	forward or backwards. This setup may not be the most easy one for 
 	animation, but gives you more possibilities that the previous set-ups. 
 	Usually when you don't need to make your character stand on tiptoe, 
 	you've better stick to some of the easier set-ups. You'll never make a 
 	perfect set-up. You can just improve, but there will always be shortcomings. 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.RIG.F.S68.410"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/fst_10.png"></P
></DIV
><P
><B
>Figure 54. Testing the setup.</B
></P
></DIV
></DIV
></DIV
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