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 - 2024年11月15日 10:42:38
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- Mark Wallman
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- 809 posts
- Joined: 8月 2013
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- AntonMoss
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- 16 posts
- Joined: 3月 2015
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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 - 昨日 17:55:03
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