Creates a cartoon leg and foot. Features include IK/FK, ribbons, twist, soft IK, stretch, pin ctrl, foot roll, tilt, etc.


Guides:

  • 'Base' - Position slightly above the pelvis; does not represent an anatomical bone, but provides control over the root of the leg.
  • 'Root' - Position where the pelvis and hip joint connect.
  • 'Mid' - Position at the knee.
  • 'Tip' - Position at the ankle.
  • 'Pole Vector' - Position where the IK pole vector ctrl will be placed. Movement is limited to the 'Root', 'Mid', and 'Tip' guides plane.
  • Heel - Position at the back of the foot.
  • Inner Tilt - Pivot point at the foot's inner side (used by 'master_ctrl' translateX for tilting the leg).
  • Outer Tilt - Pivot point at the foot's outer side (used by 'master_ctrl' translateX for tilting the leg).
  • Toes Root - Position where the toes start.
  • Toes Tip - Position in front of the foot.


Attributes:

  1. 'Ctrls Scale' - Scale all the node ctrls. Note that the attachments 'Ctrls Settings' and 'CtrlsShape' will override this. 
    [As of version 1.06.03]  'Update' button to change the ctrls size without requiring a rebuild. [Video]
  2. 'Clean Transformations' - If checked, the zeroed pose will be the same as the bind pose; if unchecked, when zeroing the ctrls, they will align with a world axis specified in the following two attributes. [Video]
  3. 'World Orientation' - The world axis the ctrls will align with when zeroed. Usually, this attribute's default value is the correct value. [Video]
  4. 'World Orient Twist' - Along with 'World Orientation', defines the ctrls zeroed pose. Usually, the default value of 0 is the correct value. [Video]
  5. 'Expose RotateOrder' - Exposes all the ctrls 'RotateOrder' attribute in the Channel Box. [Video] 
  6. 'Secondary Ctrls' - Secondary ctrls are added under some ctrls to help prevent gimbal lock.
    A visibility attribute is added to the parent ctrl. [Video] 
  7. 'Ik Fk Switch' - Select where the 'Ik Fk Switch' attribute and other shared attributes are placed: [Video]
    • 'switch_ctrl' - Places them on a ctrl that follows the leg tip (default).
    • 'proxy_attrs- places them as shared attributes (proxy attributes), on both the IK tip ctrl and the FK tip ctrl.
  8. 'Switch Ctrl Offset' - Position offset of 'switch_ctrl' from the 'tip_jnt'.
  9. 'Volume' - Adds 'Auto Volume' and 'Manual Volume' attributes.
  10. 'Pin Ctrl'Add a 'pin_ctrl' that constrains 'mid_ctrl' when activated. To activate this ctrl use the 'Pin' attribute on 'mid_ctrl'.
    Use a 'SpaceSwitch' attachment on 'pin_ctrl' to properly use this feature. 
  11. 'Roundness' - A cartoon feature that rounds the shape of the limb. The 'Roundness' attribute is added to the 'switch' ctrl.
  12. 'Mirror Behaviour' - Only affects mirrored nodes.
    • Unchecked - The IK ctrls of mirrored nodes will align with the world, meaning that both legs will move and rotate in the same direction (default for legs).

    • Checked - The IK ctrls of mirrored nodes will mirror orientations, meaning that both legs will reflect each other (default for arms).

  13. 'IK Twist' - The attribute 'Twist' is added to 'ik_tip_ctrl', giving you another control over the IK chain twist.
  14. 'Stretch' - The attributes 'Auto Stretch' and 'Manual Stretch' are added to 'ik_tip_ctrl' for control over the leg length.
  15. 'Toggle Pole Vector' - The attribute 'Toggle Pole Vector' is added to 'ik_tip_ctrl', which can turn off the pole vector constraint.
  16. 'Soft IK' - The attribute 'Soft Ik' is added to 'ik_tip_ctrl', which helps fix the 'pop' in the animation when the IK chain gets fully extended.
  17. 'Auto Clavicle' - (As of version 1.05.00) Enables automatic rotation of 'base_jnt' based on 'ik_tip_ctrl' movement.
    Add attributes 'Auto Base X Mult' and 'Auto Base Z Mult' to the 'ik_tip_ctrl'.
    Turned off by default on legs. 
    Values of 0.2-0.4 are recommended for those attributes.
  18. 'Ctrls Translate' - If checked, animators will also be able to translate the FK ctrls.
  19. 'Ribbon Joints' - How many skinning joints each ribbon will have (total x2; upper ribbon and lower ribbon). [Video]
  20. 'Ribbon Twist' - Allow the ribbon joints to twist. Turn this off for creatures with external skeletons, such as spiders, or for characters wearing rigid armor.
  21. 'Ribbon Micro Ctrls' - Add a ctrl for every ribbon skinning joint. [Video]
  22. 'Bezier Ctrls' - Add ctrls that deform the ribbons like a Bezier curve. [Video]
  23. 'Bezier Ctrls Offset' - Position offset of the Bezier ctrls from the joints chain.


Connections:

  • 'Root Input' - Drives the ctrls of this node except the 'ik_tip_ctrl' and the 'ik_pv_ctrl'. Usually driven by the spine node.
  • 'IK Tip Input' - Drives the 'ik_tip_ctrl' and the 'ik_pv_ctrl'. Separate from 'Root Input' because we often want the IK ctrls to move with the 'Base Node'.
  • 'Root Output' - An output at the 'root_jnt' (pelvis).
  • 'Ankle Output' - An output at the 'tip_jnt'.
  • 'Toes Tip Output' - An output at the 'toes_tip_root_jnt'.



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