So, I'm working with a student on his project of creating a fully rigged character, and it was all going well until we stopped halfway to play around with moving the character. We discovered that the feet, which had been working perfectly before, now no longer follow the controls properly when you move them. It's as if there's some sort of lag or delay between the joints and the controls, and I can't figure out why. Any idea what's causing this, and if there's a way to fix it?
Solved! Go to Solution.
Solved by Kahylan. Go to Solution.
Hi!
This is how you fix your foot:
1) there is an orient constraint on both of your Ankle Joints, delete them as they are not needed and will probably cause problems down the line.
2) Same goes for the point constraints on your "Left_Leg_IK" and "Right_Leg_IK" they are messing with the hierarchy and are also currently breaking your Footroll.
3) For your foot to work, your IK Handles need to be placed under the Foot Control. Parent your "Foot_Group_L" under "foot_control_L" and "Foot_Group_R" under "foot_control_R", then hied "Foot_Group_L" and "Foot_Group_R". that should get your Foot moving correctly again.
While I'm at it, some more things about the Leg:
Your Pole Vector Controls are extremely close to the knees, rule of tumb is to have a distance between the knee and the PV control that is atleast as long as the upper leg, otherwise filpping will become a problem.
Your knee controls are parented under your Foot controls, this is commonly done for not controllable NoFlip polevector constraints that are not meant to be further animated, not for polevectors that have an animation control. This hierarchy will give really weird behaviour when the PV control is moved off axis. So I would parent it under the Master controls, otherwise the knees will become counter-animation-hell really quickly.
I would also rename your "torso_control" into "root_control", because your hips are following this control and that should be indicated by the name.
I hope it helps!
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