Blender Character Rigging 7 of 10

Darrin Lile · 145K views · 2015 · 17:06

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Why Blender Stack Exchange recommends it

Blender Stack Exchange users link it as a step-by-step reference for foot roll rigs and IK knee controls, especially when asking why Copy Rotation constraints or foot rolls misbehave.

Recommended by 1 people across 1 different months, 2017 to 2022.

What it is

Part 7 of a 10-part Blender game character rigging series by Darrin Lile. It covers building a foot roll rig, adding the constraints it needs, and setting up a pole target for knee control, building on the deform bones and weighted mesh from earlier parts.

What people said

Recommends josh sanfelici · 2017-02 · Blender Stack Exchange · on “Disable stretch in IK bones”

I think that this rig is intended to let the user stretch the legs, so during animation process you can choose if to leave the foot close to the leg without stretching or move it away with stretch effect: note that bones do not stretch at all, only mesh does. If you want to constraint the foot to the leg, the foot deforming bone (which in this rig is reversed 180 degrees) should be parented and connected to the leg bone; the IK controller should be positioned at the end of the leg bone, but parented to the main character controller, so that moving the IK controller will move the leg chain, and the leg chain will move the foot, always connected. There are many ways of rigging a foot (which is

Cites user61051 · 2018-08 · Blender Stack Exchange · on “Copy Rotation causes rigged foot to rotate the wrong way”

I've been following this video: [this video] My character's foot seems to roll to the left, instead of down, when footRollCtrl.L (selected bone under Example) is rotated down. Example: [LINK] Bones settings: [LINK]

Cites Valeriia · 2022-01 · Blender Stack Exchange · on “Copy rotation keep offset for the bones doesn't work”

I'm following this tutorial in making IK controls for the bones. [this video] The problem starts with 12:40 in the video when the author adds Copy rotation constraints and sets the offset in order to keep toe parallel to the ground when moving foot control forward. For my mesh that doesn't work. Toe bone stays parallel to the ground as it's shown in the video but the mesh itself moves. Here's the link for my project saved in the issued state. [LINK] Will be very grateful for the help.