Is someone aware of something like 2.5 d rig of a shoe? or was there a discussion over making a shoe rig which would work fine with turning around as well as in front and back view of a walk?
In short I am asking if there is a concept for 360 shoe rig?
2.5 d rig of a shoe?
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- striker2311
- Posts: 226
- Joined: Wed Aug 26, 2020 3:55 pm
Re: 2.5 d rig of a shoe?
For 'hero' rigs, I always rig each leg to have a control to rotate the leg 360 degrees independently of a body turn control. The leg rotation controls includes the rotation of the foot/shoe.
I also add a separate control that lifts the foot up on its heal, which is useful in animating walks and runs from any angle.
For the foot bend, I sometimes add a separate bone for this, or a switch layer to use a different drawing.
Overall, I like to create separate rotation controls for every appendage: ArmL, ArmR, Head, Torso, LegL, LegR, and Tail if there is one. I avoid creating a single control to rotate all of these together because I find that in actual production animation, these appendages are never rotated altogether at the same time anyway. In practice, it's easier and more flexible to keep these controls separate.
Hope this helps.
I also add a separate control that lifts the foot up on its heal, which is useful in animating walks and runs from any angle.
For the foot bend, I sometimes add a separate bone for this, or a switch layer to use a different drawing.
Overall, I like to create separate rotation controls for every appendage: ArmL, ArmR, Head, Torso, LegL, LegR, and Tail if there is one. I avoid creating a single control to rotate all of these together because I find that in actual production animation, these appendages are never rotated altogether at the same time anyway. In practice, it's easier and more flexible to keep these controls separate.
Hope this helps.
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- striker2311
- Posts: 226
- Joined: Wed Aug 26, 2020 3:55 pm
Re: 2.5 d rig of a shoe?
Hi, It's been a while Greenlaw. Hope you're doing fine.Greenlaw wrote: ↑Mon Nov 21, 2022 8:14 pm For 'hero' rigs, I always rig each leg to have a control to rotate the leg 360 degrees independently of a body turn control. The leg rotation controls includes the rotation of the foot/shoe.
I also add a separate control that lifts the foot up on its heal, which is useful in animating walks and runs from any angle.
For the foot bend, I sometimes add a separate bone for this, or a switch layer to use a different drawing.
Overall, I like to create separate rotation controls for every appendage: ArmL, ArmR, Head, Torso, LegL, LegR, and Tail if there is one. I avoid creating a single control to rotate all of these together because I find that in actual production animation, these appendages are never rotated altogether at the same time anyway. In practice, it's easier and more flexible to keep these controls separate.
Hope this helps.
Ok. I got what you said I will follow the same way in that case.
Thanks Greenlaw.