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🧵 shifting weight from heels to balls of feet

Anonymous No. 1005335

so, in blender, i’m making a rig for a very athletic character. i’m making an animation where he bobs up and down, planting himself with the balls of his feet rather than his heels. my rigs’ legs normally have very standard inverse IK with “inherit rotation” disabled on the foot bone. this works in most cases but, obviously in this case, does not. how should i go about this task of shifting weight from heels to balls?

Anonymous No. 1005342

>>1005335
You can’t, that’s not something human bodys do anon. You have to remodel the characters feet to make it work.

🗑️ Anonymous No. 1005346

....IK has no physics built in therefore it has no concept of weight or "shifting weight"

Anonymous No. 1005349

idk. not a great method but maybe you move the entire body upwards, and then rotate the feet so they're touching the ground again

Anonymous No. 1005351

nah nah i have the solution. im not home right now. wont be for 12 hours. ill show you this.

Anonymous No. 1005352

>>1005335
The classic 'reverse foot' rig can do this and is the typical goto solution. Check it up on youtube and google and you'll find numerous examples of how to set one up.

Anonymous No. 1005353

>>1005351
in a nut shell:
i have 2 ik controllers. one from the hip to the ankle, and one fromt the ankle to the toes. both iks are the children of a transform node i use in my rig. i have a custom channel on the controller that animates the 2 iks from a flat foot position to a balls of the feet position. its meant for the foot roll during a walk cycle but is useful for everything else tippy toe related too. combine it with the natural way that iks tend to extend and point when theyre too far away from the controller and youll get a nice looking foot bob.
ill try to remmeber to come back with a webm of it