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Now we ll set one more key for when the ball of the foot rolls off the ground Set the footRoll attribute to 05 Set the LT_toePivot s Rotate X attribute to 0 and the LT_ ballPivot s Rotate X attribute to 40 Click the Key button in the Set Driven Key window Test it Highlight the footRoll attribute in the Channel Box and MMB-drag in the view window to interactively edit the footRoll attribute The foot should cycle through the process of rolling along the ground and lifting up The motion may still look a bit robotic As you learn more about the
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Graph Editor, you may wish to go back to this rig and overlap the animation curves so that there is some overlapping of the poses
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Create the Knee Control
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Our leg control currently has the ability to place and pose the foot but we don t have any control over the direction of the knee The ikRPSolver that we are using in the leg has the ability to control what is called the pole vector This gives us added control over the twist direction of the joints in the IK system In this section, we will create another control object that will constrain to the pole vector of the ankle IK FIGURE 12-6 The LT_kneeCTRL object is placed in front of the knee
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At this point, we no longer need to have any of the group nodes or IK handles visible, since they are all controlled by the foot control Select the LT_toeLift node and press CTRL-H (COMMAND-H) to hide all of the IK handles and transform nodes Now you have a nice, clean leg to animate Choose Create | Polygon Primitives | Platonic Solid Name the object LT_ kneeCTRL Go through the process we used on the foot control to edit the display and rendering attributes of the LT_kneeCTRL object Snap the LT_kneeCTRL object to the LT_knee_1joint so that it is aligned Then move it out along the Z axis so that it is placed in front of the toe Figure 12-6 shows the knee control in place
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Character Controls
In the Outliner, select the LT_kneeCTRL object and then select LT_ankleIK (CTRL-click [COMMAND-click] to select these multiple objects) Choose Constrain | Pole Vector Now the LT_kneeCTRL object can be used to control the pole vector attributes on the LT_ankleIK node Parent the LT_kneeCTRL object to the LT_footCTRL object Freeze the transformations on the LT_kneeCTRL object Test the LT_kneeCTRL object by moving it around You should also select the LT_ footCTRL object and move that around to make sure that the knee control does not go behind the knee, causing the leg to flip If this is the case, move the knee control further in front of the knee
Set the Rotation Orders of the Controls
If there is one major aspect of character setup that is often overlooked by a novice character rigger, it would be rotation order In fact, shame on us for going this far in the book without mentioning it! The rotation order of a transform node determines the hierarchy of the rotation axis Just as everything else in a computer must have a logical order of evaluation, the rotation axis of a transform node must evaluate in a defined order of operations The default rotation order of any transform node created in Maya is XYZ To understand how this works, you need to think of the rotations occurring in a hierarchy In the case of the XYZ rotation order, Z is the parent, Y is a child of Z, and X is the leftmost rotation in the hierarchy Setting up your controls to use the proper rotation order is crucial for the rig to be effectively posed and animated While it is possible to rotate any transform node in world or local space, it is the gimbal control that allows you to view the hierarchy of the rotating node The Rotate tool will display the gimbal manipulator in the view window When determining the rotation order for a control, it is important to anticipate how the rig will be used You may not always be correct with your decision, but you should be able to come close In the following steps, we will set the rotation order for the LT_footCTRL object so that it will behave predictably when animated
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Select the LT_footCTRL object and set the Rotate tool to display its gimbal mode Consider the most frequent behavior that this control will have Most likely, it will be the rotation along the control s X axis With a rotation order of XYZ, the Y and Z axes will not follow when the foot is rotated along the X axis Figure 12-7 shows the foot rotating down in X; notice that the Y and Z rotation axes remain constant If the animator wanted to twist the foot along the Y axis, the Z axis would also have to be rotated to keep the foot behavior looking natural And, aside from the appearance of the animation, editing it in the Graph Editor, just to do a simple maneuver might need the control of two, if not three, rotation axes That is a lot to deal with in the Graph Editor
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