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Adaptive foot roll using utility nodes
Adaptive foot roll using utility nodes
crackerjack, added 2009-08-04 10:51:30 UTC 17,343 views  Rating:
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Make the following connections from foot_ctr to ballRoll_rmv and toeRoll_rmv.


leg_ctr.roll to ballRoll_rmv.inputValue.

leg_ctr.roll_trigger to ballRoll_rmv.value[2].value_Position

leg_ctr.roll_multiplier to ballRoll_rmv.outputMax.

leg_ctr.roll to toeRoll_rmv.inputValue.

leg_ctr.roll_trigger to toeRoll_rmv.value[2].value_Position

leg_ctr.roll_multiplier to toeRoll_rmv.outputMax.

ballRoll_rmv.outValue to ball_grp.rotateX

toeRoll_rmv.outValue to toe_grp.rotateX



Set leg_ctr.roll_multiplier to 45 and leg_ctr.roll_trigger to .5

By varying the roll_trigger attribute, the animator can decide where the toe pivot rotation gets triggered.


You can download the example file
here

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