Lecture 12 - Reverse Foot Setup

Lecture 12 - Reverse Foot Setup - CGS 3034 Lecture 12...

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CGS 3034 – Lecture 12 Reverse Foot Setup Driven Key Foot Roll Introduction to Computer Aided Animation Instructor: Brent Rossen
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Overview – Reverse Foot Setup Draw Reverse Foot Reverse Foot as IK Control Point and Orient Constraints Driven Key Roll Lattice Deformation Binding
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Basic Leg Skeleton Use the side view Start by creating leg joints, turn on grid snapping Hip, Knee, Ankle, Ball, Toe We'll be adding IK Handles and constraints to set up a foot that rotates from heel to toe during the walk cycle Rename the joints hip_jt, knee_jt, ankle_jt, ball_jt, toe_jt
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Reverse Foot Skeleton When animating a character walking, you need the character's feet to plant themselves while the other foot is lifted into position While the foot is planted it should roll from the heel to the toe A Reverse Foot Skeleton is used to accommodate this
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Draw the reverse foot joints Turn on Grid Snapping Now draw a reverse foot hierarchy, as shown in the following image (rename the joints)
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Leg IKs To control the leg, we'll add an IK Handle that runs from the hip to the ankle To correctly connect the ik, we'll need to rotate the knee a little, and set a preferred angle Rotate the knee about 10 degrees as shown on the next slide, right click the joint > Set Preferred Angle This gives the IK Handle a starting rotation that is used as the target of the IK solver (makes it rotate in the right direction)
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Rotated Knee Rotate the knee_jt about 10 degrees in the X
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This note was uploaded on 01/22/2012 for the course CGS 3034 taught by Professor Damkjer during the Spring '08 term at University of Florida.

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Lecture 12 - Reverse Foot Setup - CGS 3034 Lecture 12...

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