How to achieve Maya-like reverse foot behavior in APEX?
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- iam83
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I've been exploring the Electra example rig and found out
that the reverse foot behaves differently than what I'm used to in Maya.
Can anyone advise on how to make the ankle behave similarly in APEX when pulling it back,
as it does in Maya? Please, see the attached pictures to get the idea.
Thanks in advance.
that the reverse foot behaves differently than what I'm used to in Maya.
Can anyone advise on how to make the ankle behave similarly in APEX when pulling it back,
as it does in Maya? Please, see the attached pictures to get the idea.
Thanks in advance.
Edited by iam83 - Nov. 15, 2024 10:42:38
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- Mark Wallman
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- AntonMoss
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I never rigged or animated in Maya, but I really like that behaviour. Here's my quick attempt at implementing that behaviour so let me know if this is what you're after. In this example, I'm using abstract controls to set the max ball rotation for each foot so you can animate the max rotation, disable it by setting it to "0", or adjust the values to your taste. In the apex graph, the values are plugged into the local port on their respective transform objects - this allows access and animation to the actual footBall control even after it has been modified. I can probably set up something fancier, like an autorig component with its own menu, so you can just add it to any rig containing the reverse foot/foot autorig component. I didn't do a thorough transform check, so it might break. Let me know.
Edited by AntonMoss - June 25, 2026 17:55:03
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- esttri
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ahhh very cool! Thanks so much for sharing this @AntonMoss !!!
i have seen quite a lot of flavours of reverse feet in maya. for now the default reverse foot is fairly classic and we kepts the foot roll on purpose seperate on the abstract controls and leave all reverse pivots exposed. It is a fairly save middle ground between giving something for automation, but also expose maximum control.
Just sharing a moment of what i have seen and also done in production, and the realities of it. Cause i got burned with that too
Coupling main controls to automated behavior always looks amazing and is super fun to build for a rigger, unfortunately you can get you proper pushback from some animators. And then you spend a lot of time building that automation and it looks very awesome and you are soooo happy as a rigger, but the animators instantly turn it off cause they can not set the exact angle they want to set when then want to set it.
This is of course just what i have seen so far and absolutely nothing speaks against building a setup like this. Thats the cool part about rigging that there are so many different solutions and so many different types of animators
. I can only recommend to really ask your animators if they like automated setups before adding them, to save yourself and the animators a moment of unhappiness
i have seen quite a lot of flavours of reverse feet in maya. for now the default reverse foot is fairly classic and we kepts the foot roll on purpose seperate on the abstract controls and leave all reverse pivots exposed. It is a fairly save middle ground between giving something for automation, but also expose maximum control.
Just sharing a moment of what i have seen and also done in production, and the realities of it. Cause i got burned with that too

Coupling main controls to automated behavior always looks amazing and is super fun to build for a rigger, unfortunately you can get you proper pushback from some animators. And then you spend a lot of time building that automation and it looks very awesome and you are soooo happy as a rigger, but the animators instantly turn it off cause they can not set the exact angle they want to set when then want to set it.
This is of course just what i have seen so far and absolutely nothing speaks against building a setup like this. Thats the cool part about rigging that there are so many different solutions and so many different types of animators
. I can only recommend to really ask your animators if they like automated setups before adding them, to save yourself and the animators a moment of unhappiness
Edited by esttri - June 30, 2026 06:13:53
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- AntonMoss
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- 20 posts
- Joined: March 2015
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esttri
ahhh very cool! Thanks so much for sharing this @AntonMoss !!!
i have seen quite a lot of flavours of reverse feet in maya. for now the default reverse foot is fairly classic and we kepts the foot roll on purpose seperate on the abstract controls and leave all reverse pivots exposed. It is a fairly save middle ground between giving something for automation, but also expose maximum control.
Just sharing a moment of what i have seen and also done in production, and the realities of it. Cause i got burned with that too
Coupling main controls to automated behavior always looks amazing and is super fun to build for a rigger, unfortunately you can get you proper pushback from some animators. And then you spend a lot of time building that automation and it looks very awesome and you are soooo happy as a rigger, but the animators instantly turn it off cause they can not set the exact angle they want to set when then want to set it.
This is of course just what i have seen so far and absolutely nothing speaks against building a setup like this. Thats the cool part about rigging that there are so many different solutions and so many different types of animators. I can only recommend to really ask your animators if they like automated setups before adding them, to save yourself and the animators a moment of unhappiness
This is invaluable information, thank you. I've heard similar animator headaches caused by parenting Pole Vectors to joints so they follow rotation and translation. Cool rigging concept and useable for some animators but not others.
Edited by AntonMoss - June 30, 2026 22:44:17
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