ABSTRACT

The joint method involves creating a snowshoe type of joint system, which is fitted onto the existing skinned joints. The shoe joints are orient-constrained to joints to drive the feet. The reason a character would have an forward kinematics leg is if the feet were coming off the ground, the weight would be going somewhere else. If the character isn't going to be drumming his toes, or there are no close ups on the feet during a walk cycle, that isn't necessary. The bird and the human have hips, knees, ankles, and toes of sorts. The difference is the knee bends the opposite way. To see the pole vectors move, move the foot control and the knee stays pointing towards the pole vector control. If the controller and the group node's pivot points are in different places, then a point constraint will work better.