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Full Version: APEX Reverse foot doesn't affect ik_tip
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Ignash
I am playing around with APEX and I am trying to setup full body rig.

I got stuck for multiple days now trying to fix Reverse foot. It seems kind of working, but foot roll controller doesn't seem to affect ik_tip.

I tried to orient my leg joints to follow same scheme as Electra, tried different variations in other Controllers, but still no success. In tutorial I was following it just worked out of the box.

I am attaching my scene here:
william_harley
Hi, It looks like you have swapped around your base and guides skeleton on the pack folder. Also when using a separate guide skeleton be sure that you also set the source on the fktransform component to Guides.skel in order for the nodes to be created with the necessary tags.

I have added a hip file with a setup where we use purly the Base.skel, hope this helps.
Ignash
Wow, thank you so much for all the comments on the nodes as well!!
william_harley
Your welcome.
Homps1982
That’s a classic APEX gotcha — the reverse foot setup looks right in the hierarchy but the ik_tip usually won’t react if the constraints aren’t explicitly chained through the “foot_roll” control instead of directly to the foot bone.

In Electra, the reverse setup works because the ik_tip is parent-constrained to the “ankle_fk” through a blend node that’s driven by the foot roll attribute. If your roll controller is just rotating locators and not actually feeding that blend, it’ll look fine but the IK solver won’t care.

Try this quick test: zero out the foot roll, then manually rotate the reverse heel control — if the tip moves, you’ve got a parenting issue. If not, check if your ik_tip null is still referencing the original ankle joint instead of the reverse chain.
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