Hey thanks both for the positives!
I know exactly what you mean regarding tutorials. I looked a long time and found some interesting IK rigs; most either missing an essential movement or so complicated I doubt I’d be able to end up wiht the same rig if I tried.
So yeah, I fully intend to make a tutorial for you. I like Open Source; who want’s everything secret?
In the meantime, here are two of the best tutorials I saw which inspired my own design…
This simple rig is very close to my own design. The main difference is that this one can’t to the “toe roll & pivot” which is a box at the front of my rig’s toes that can be rotated to make tip-toe movements (up / down) or snubbing out a cigarette (sideways). This is important to me as it allows more precission in allowind the foot to peel off the floor with absolutely no slide. Because mine is made in a later version of Blender, I was also able to incorporate the newer “pole vector” target to the IK knee (that floating K which the knee always points to).
…other than that, a great rig and the basic principle of how mine works.
This one, was the one that lead me to the above one. It’s a great study also. For my purposes, I thought it was a tad too complicated, using more bones than I thought were needed for the foot roll… perhaps Calvin is aiming for a bit more accuracy somewhere and I’ve missed the point? Or it could be that the older versions of Blender required more rigging (e.g. the new pole vector target IK solver introduced in 2.47). All the same, while Calvin’s rig toes have toe wiggle (lift toes up) it again lacks the toe roll & pivot.
…and having graduated in Animation (with Maya) from MDS, I’m pretty fussy in insisting that my IK rigs must have toe roll.
So; until I get the chance to make a proper tutorial, you could look at the other ones (I decided they were among the best of the ones I found). In the meantime, if you do know how to pull a rig together (e.g. you can also get an IK solver working), here’s a rough image of how my rig actually works…
When weight painting the foot, only paint the foot mesh to the toe wiggle and the ball roll. The others (toe roll and the main heel control) are merely drivers to the toe wiggle and ball roll bones.
Note that I repositioned the bones for you here to make things look more obvious. The toe wiggle & toe roll bones fall on top of each other, the main base foot actually is in line with the sole of the foot (pulled down for the image) and the ankle would normally look joined on (broken to make the IK solver in the knee work)
The basis for this rig is known as a “reverse foot” because the bones go backwards (up from the toes) to allow for movements like the toe roll & pivot.
Hope this helps you. Might get a proper tutorial up when I have the time.