Getting an easy to animate footroll

Hej,

i’ve been trying out different ways of getting an easy to animate foot rig.
(like Tob’s variant, the rigify setup and others.)
However, when testing with simple walkcycles i always get problems with the footroll:
when the foot is getting off the ground the main foot rotation and the toes-to-mainfoot (metatarsal)-deformation are never playing nicely with each other, meaning i have to go in and put a key with corrections on nearly every frame to get a fluid motion (or preventing the foot from going through the ground.)

Is it just me getting the rigging wrong?
Are there better solutions that you know of? Maybe a tutorial?
What do you think is the best working rig (free to download and analyze) for the whole footroll situation.

Thanks in advance
Josef

with blender-2.56 and newer
you should test the rigify-addon.

First enable the rigify-addon,
then create an armature human-meta-rig (instead of a single bone)
and switch from object to armature(skeleton) in the propertys
and there is then the last entry in “Rigify buttons” <<Generate>>
Press this button and the rigify-addon creates all those nice
settings, including a foot-roll.
You can study the setup of this foot-roll or use the whole thing …

thanks for your answer. as mentioned above i’ve already had one or two looks at rigify. (may be i have to revisit it anyways).
to be more precise i’m looking for the best solution to this problem explained in an article on the 11 seconds club. i know: the author suggests that keying every frame is the way to go instead complaining about the rig, but i’d just like to know if there are any good solutions.

well, of course the pain decreases with better rigs :wink: however, it turns out that
you will tweak your keys after having your extremes and breakdowns
set.
let’s say you animate on fours. you pose extremes on frames one,
nine and 17. the breakdowns on five and 13. after that you might
set your timing right by moving all keys on one frame as a whole.
then you set your spacing by adjusting f-curves. and then you will
tweak single keys and/or add further keys to polish your walkcycle.

of course, there might be deviations from this workflow :slight_smile:

hopefully this helps a bit.

regards,
serum.

thanks serum,

do you have a suggestion for a good rig?
I’m now using a version of tob’s foot rig (without the preset action constraints, because i find they cause more problems then they solve) and while doing walks i find myself spending most of the time just getting the footroll right, time i would rather spend on getting the rest of the walk to work better.

well, in general I do my very own custom rigs for that type of stuff.
but I had some very good results with the rigify meta-rig by nathan veghdahl.
you can find a good tutorial on using rigify by Lee Salvemini at blenderguru.

give it a shot :slight_smile:

test-dr: no problem :slight_smile: i’m thankful for all suggestions.
your link shows a prime example of what i mean:

the problem as far as i can see it is that in a “real” walk you would be pivoting around the ball of the foot first and then around the toes (for a frame or so) and then you are just “relocating” the foot up and forward.
i have no problem with the set of ik constraints when pivoting around the ball of the foot. but i get one when changing pivot points and later from rotation to location.

i will try to set up a blend with an example of my problem…

serum:
do you solve the footroll on your own custom rigs differently to what rigify does?

no, I use the same IK/parenting/constraints as in the rigify meta-rig.

regards,
serum