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Start by opening NobbsLegs.c4d.
This is a character that already has a bone structure in the legs
(see Part 1 for the HowTo). This tutorial will present one method
for rigging a character's legs.
In this rig you simply animate the position of your foot object.
The thigh and shin automatically rotate to follow the foot. The
foot itself (foot + toe) is animated with FK. This rig is useful
for walk cycles and actions where you need exact positioning of
the heel of your object. The disadvantage of this rig is that
it is difficult to get arcing motions.
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Step 1: Setting up the Hiearchy
To create an IK based rig, you need a hierarchy and a target
object that can be animated independently of that hierarchy. In
this case we want our thigh and shin to target the foot. In order
for this to work, we need to separate the feet from the legs in
the hierarchy. Do this by dragging "Foot R" and "Foot
L" above "Root" in the object Manager while keeping
it a child of "Mesh".
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Step 2: Anchoring Bones
IK works by rotating all of the bones from of the top of the hierarchy
down to the "effector" so that the effector remains
in contact with the target. If you don't want IK to affect objects
at the top of the hierarchy you can define the top-most object
that IK will affect using an "anchor tag". In this case
we want IK to stop at the "Thigh 00" bones. Select "Thigh
00 R" then select Object Manager->File->New Tag->Anchor
Tag. Follow the same process for "Thigh 00 L" (or copy
the tag from one thigh to the other). We also want to make sure
we don't accidentally move or rotate the Thigh 00 bones as this
would defeat their purpose. In order to prevent accidental movement
we need to add a protection tag. Select "Thigh 00 R"
then choose Object Manager->File->New Tag->Protection
Tag. Follow the same process for "Thigh 00 L" (copying
the tag will NOT work in this case).
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Step 3: Adding Effectors
In order for IK to work properly, you must have an effector object
at the bottom of the hierarchy you want to be affected by IK.
This effector should be placed at the point in your hierarchy
that you want to touch the target. In our case, the effector should
be at the base of the shin bone. To add these effector objects
we will be using AdjustBones (Plugins->Golem->AdjustBones).
Select "Shin L" and then in the AdjustBones dialog click
on the "Add Null" button. Now select "Shin R"
and click on the "Add Null" button again.
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Step 4: Storing Resting Bone Rotations
Whenever you start doing any complex rigging, its a good idea to
back up the position/scale/rotation of your bone hierarchy when
it is in its default state. There are a couple ways to accomplish
this. I tend to do it by fixing and resetting all of the bones in
my character (when you fix bones, they store their current/default
position/scale/rotation). To do this, select "Mesh" then
in the Object Manager select Objects->Fix Bones. Click "OK"
on the dialog that pops up, then select Objects->Reset Bones.
You won't notice any difference in the appearance of your bones,
but you have just successfully stored the default pose of these
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Step 5: Adding IK Solvers
Our hierarchy is now primed and ready for IK. To add IK to our
legs we need to add IK Expressions to our effector objects. Select
"Shin L Null" then choose Object Manager->File->New
Expression->IK Expression. Type "Foot L" into the
"search for" field of the dialog that pops up, then
click on OK. Do the same for "Shin R Null" except this
time, type in "Foot R". You can now move either of your
foot objects and the legs will automatically rotate to reach.
However, you might notice that some of these rotations look a
bit off. The next step will address that. (After you have played
around, select Mesh and choose Reset Bones)
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Step 6: Improving the IK Solution
Right now the legs are reaching their targets, unfortunately the
knees are pointing any way they please. We can give the IK solver
"hints" so that it acts more like we want it to. One
of the best ways to hint is by adding an AimAt constraint to the
thigh which is targeted to a "knee" object. To do this,
we need to add a target at the position of the knee. There are
a couple ways to do this: add a Null Object and manually position
it, or use the "Add Null" button that is a part of AdjustBones.
Which method you use is up to you. After you have created two
null objects (one at the position of each knee), name them "Knee
L" and "Knee R". Now child "Knee L" and
"Knee R" directly to "Root". Now that we have
the knee targets positioned we can set up the IK Hints. Select
"Thigh L" and add an AimAt Constraint. Drag "Knee
L" into the target field. Select "Thigh R" and
do the same, but the target should be "Knee R". You
now have an IK chain that is properly hinted.
Note: To get the best results, the knee targets should be a number
of units in front of the knee joint itself, otherwise it is very
easy for the knees to hyper-extend. Also, to have the knees automatically
rotate out with the feet, child the Knee objects to their respective
feet. The one downside of this is: when the feet are rotated back
very dramatically the knees will "pop". This can be
easily fixed by animating the position of the Knee targets. Where
you place the knees in the hierarchy mainly comes down to an issue
of style.
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Step 7: Keeping Targets in a Reachable Range
Our leg rig is functioning very well. There is really only one
serious flaw remaining: It is possible to separate the feet from
the legs. We can use a Leash constraint to keep the feet within
range of the legs. Before we add the Leash constraints to our
feet we should first turn off the evaluation of expressions (Coffee
cup icon on the lower left side of the screen), we do this so
that the feet don't snap to an unwanted position when we add the
constraints. Select Foot L and add a Leash constraint. Now drag
Thigh L into the target field and click on the "C" button,
this keeps the foot from ever being farther away than it is now.
Follow the same process for Foot R, but drag in Thigh R. Now turn
Expressions evaluation back on (Coffee cup icon).
The leg rig is now complete. You might want to fix your bones
to the mesh so that you can see Nobbs deform as you move the feet
around. Have fun animating!
Download the completed
rig.
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