ADVANCED CHARACTER SET UP
IN MAYA 3.0
Toe Roll Controlls
Toe Roll is done in a similar fashion. This setup is a variant of the method used in Learning Maya 3 Handbook, except that I have used locators instead of joints. I like that better cause I found the joints ugly.
Since the IK is independant from the charater's heirarchy, you can make the basic setup once, and just import it into any scene and with a few adjustments and connections, you'll be done.
Download the Toe Roll setup to continue with the tutorial, or just look at the picture above, and the manual and figure it out yourself. But you'll need to add a bunch of driven keys for the toe roll.
After you have imported your set up in
1) scale it to your model using the GlobalScale, and then snap the footControll to your skeletons IK joint.
2) snap the position of the locators to you skelleton, like in the following illustration (the order matters because of the hierarchy).
After you have snapped the footControll in step 1, the heelL locator should already be in place automatically. Also in this illustration the Point_IK locator is the same position as the heelL, but if your skeleton is different the Point_IK Locator should be on the same joint as your IK handle is, (but you already knew that right?).
3) Orient constrain the ball and ankle joints of your skelleton to Orient_ankle and Orient_ballJ.
4) Point constrain your IK handle to Point_IK
5) Template the heelL locator (the top locator on the heirachy) since you will be animating the curves not the locators
Continue to next section:
SPLINE HANDLE SET UP >>>
Spline Handle Controlls
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