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This node constructs a reverse foot set up from the given input joints by creating a custom set of pivot points(markers) and establishing various rotations of the foot joints around these custom pivots.
Choose whether to create the markers and solve the reverse foot in the same SOP or in different SOPs. By choosing Create Markers, the output will be the custom pivot points that can be run through different nodes, like Stabilize Joint, before being fed into the Solve Reverse Foot.
Duplicate the existing Entries and update the name of the joints to match the mirrored side. Example: replace "_l" with "_r".
If the Mode is set to Solve Reverse Foot, the SOP will look for the
reversefoot_config detail attribute on the input skeleton(attribute that gets generated by the Crete Markers Mode) and will create as many Entries as stored in that attribute.
Keep or remove the reverse foot markers from the output.
Apply Transformation Delta
Apply the markers' transformation delta (between their transforms on creation and their current transforms) to the foot joints. This is useful if other operations are performed on the markers before solving, such as Stabilize Joint. Disabling this option avoids applying a double transform if the foot joints and markers are both being transformed before the solve.
Config Attribute Name
Name of the detail attribute that is consumed by this node when in Solve mode.
Modifying the name can be useful if you want to merge multiple skeletons, that all have markers generated by this node, together.
When in Solve mode, you can specify multiple strings in this field. Example: "
reversefoot_config_l". This will allow the node to solve all markers even when coming from different streams of data.
Specify the pelvis joint by name. This joint is used to determine the side of the body that each Entry is on.
Choose the number of reverse foot set ups to create.
Upper Leg Joint
Specify the upper leg joint by name.
Specify the knee joint by name.
Specify the ankle joint by name.
Specify the ball joint by name. Leave this field empty if the input skeleton has no ball joint.
Specify the toe joint by name. Leave this field empty if the input skeleton has no toe joint.
Color of the created markers.
Scale the marker visualizers.
Marker Up Offset
Offset the created markers on the up axis of the input skeleton.
Heel Marker Offset
Offset the heel marker on the side and front axis of the input skeleton.
Ball Marker Offset
Offset the ball marker on the side and front axis of the input skeleton.
Toe Marker Offset
Offset the toe marker on the side and front axis of the input skeleton.
Outer Foot Marker Offset
Offset the outer foot marker on the side and front axis of the input skeleton.
Inner Foot Marker Offset
Offset the inner foot marker on the side and front axis of the input skeleton.
Rotate the foot around the side axis of the skeleton using various pivots throughout. Get a fluid and easy transition from a heel roll up to a ball and toe roll. A negative value will rotate the foot around the heel, positive values will rotate the foot around the ball and toe respectively.
Bend Limit Angle
Up to which angle to rotate the foot using the ball as the pivot. Once this threshold is broken, the foot will begin to rotate around the toe.
Toe Straight Angle
Angle where the foot has reached maximum rotation around the toe.
Rotate the foot around the side axis of the skeleton using the heel marker as the pivot.
Rotate the foot around the side axis of the skeleton using the ball marker as the pivot.
Rotate the foot around the side axis of the skeleton using the toe marker as the pivot.
Rotate the foot around the up axis of the skeleton using the heel marker as the pivot.
Rotate the foot around the up axis of the skeleton using the ball marker as the pivot.
Rotate the foot around the up axis of the skeleton using the toe marker as the pivot.
Rotate the foot around the front axis of the skeleton using the outer or inner foot markers as the pivots. A negative value will use the inner foot marker as the pivot. A positive value will use the outer foot marker as the pivot.
The input skeleton to build a reverse foot setup for.
The character’s skin that is used for projecting the markers onto.
The capture skeleton is used to ensure that the joint transforms from the Target Skeleton line up with the Rest Geometry in order to properly project te markers.
The modified input skeleton.