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Chapter 12. Character Rigging > Leg and Feet Controls

Leg and Feet Controls

The rig for the legs is quite similar to the arms. We need to create control feet that will help us to drive the feet, add IK connecting the control feet to the main feet, and finish them off by adding further dynamic attribute–driven controls.

Because Kila’s and Grae’s feet are quite different, we will examine in detail the steps for creating the control feet for both characters.

Basic Control Feet for Kila

Let’s start by creating the basic feet that will control Kila’s legs. After these are in place, we can add controls for animating the toes and knees.

For the basic feet, we will use a modified version of a technique that has been around for as long as I can remember: creating a duplicate of the foot joints and using them to drive the main joints. This differs from the techniques we’ve used so far in that the controlling hierarchy is drawn in reverse—toe to ball to ankle. So to move the foot, you rotate the toe, then the ball of the foot, and then the ankle joint, creating what’s known as a reverse foot.


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