Houdini 21.0 Character KineFX

Reverse Foot

Sets up a reverse foot with heel, toe, and tilt controls.

Since 20.5

This component sets up a reverse foot with heel, toe, and tilt controls. It also has an abstract control for controlling the tilt and roll of the foot with a single control.

See rigging a character for an example use of this component.

Parameters

Name

The name to add to the nodes created by this component.

Settings

Ankle Pivot

The position of the ankle control.

Heel Offset

The position of the heel control. You don’t need to have a heel joint before using this component.

Tilt A Offset/Tilt B Offset

The position of the tilt controls. These controls are identical on both sides of the rig, so A and B are determined by how you set up the side roll.

Toe Offset

The placement of the toe. If this component cannot find a toe, one is automatically created and adjusted so that the toe control is at the tip of the foot.

Toe Control Offset

The position of the abstract control that drives the tilt and roll.

Toe Up

The position of the toe up vector.

Tilt

The amount of tilt to apply when using the abstract control.

Roll

The amount of rotation to apply to the roll when using the abstract control.

Invert Tilt

When turned on, inverts the tilt behavior when using the abstract control.

Invert Roll

When turned on, inverts the roll behavior when using the abstract control.

Hide Driven

When turned on, hides the driven IK target.

Ground Plane Offset

The height of the ground plane that the reverse foot controls are projected onto. If the character’s waist is at ground level, this value needs to be adjusted to the level of the character’s feet.

Driven

Segments

Segments are tags that separate each reverse foot. For example, *foot loops over tags L_foot and R_foot. Tags can be set up on skeleton joints using an Attribute Adjust Array SOP. See preparing skeletons for rigging for more information.

If segments is empty, the reverse foot logic is run once.

Note

The segments parameter does not take APEX path patterns, for example, the #<tag> function. Instead, specify the tag names directly in this field.

Ankle

The ankle joint, if using segments. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, #ankle.

Ball

The ball joint, if using segments. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, #ball.

Toe

If no toe is specified, one is automatically created. A toe is needed in order for the reverse foot to work. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, #toe.

IK Driven

The IK target of the leg. By default, this parameter is set to #ik_tip, where ik_tip is a tag added by an upstream multi IK rig component (in its Tags tab, tagtarget parameter).

Driver

Ankle Ctrl

The name of the ankle control.

Heel Ctrl

The heel control.

Ball Ctrl

The control for the ball joint.

Ball Rot Ctrl

The rotation control for the ball joint.

Tilt A Ctrl

The tilt control for one side of the foot.

Tilt B Ctrl

The tilt control for the other side of the foot.

Toe Ctrl

The control at the tip of the toe.

Parent

Root

The parent of the reverse foot setup. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, #root.

Tags

Tags

The tags to add to the nodes created by this component.

Shape

The APEX Configure Controls SOP provides more options for changing the look of the controls.

Scale

The scale of the controls.

See also

KineFX

Overview

Preparing character elements

Rigging with APEX graphs

Building rig graphs with APEX Script

Rigging with rig components

Animating in the viewport

SOP-based animation

Deformation

Animation retargeting

Pre-H20

Panes

Appendix