4. Create a NURBS/curve and shape it as desired
//current selection$SEL = `ls -sl`;//add new float attribute call "EXAMPLE" on the current selection "$SEL"addAttr -ln "EXAMPLE"-keyable true -at double -min -10 -max 10 -dv 0 $SEL;//add new Boolean attribute call "EXAMPLE_Bool" on the current selection "$SEL"addAttr -ln "EXAMPLE_Bool" -at bool $SEL;setAttr -e-keyable true ($SEL[0] + ".EXAMPLE_Bool");2. Create SDK to control the foot behaviors
Pose01
lf_foot_ctrl.footRoll = 0
Pose02
lf_foot_ctrl.footRoll = 8
Pose03
lf_foot_ctrl.footRoll = 10
Pose04
lf_foot_ctrl.footRoll = -10
Pose01
lf_foot_ctrl.footRock = 0
Pose02
lf_foot_ctrl.footRock = 10
Pose03
lf_foot_ctrl.footRock = -10
Pose01
lf_foot_ctrl.toeTap = 0
Pose02
lf_foot_ctrl.toeTap = 10
Pose03
lf_foot_ctrl.toeTap = -10
Pose01
lf_foot_ctrl.ballTwist = 0
Pose02
lf_foot_ctrl.ballTwist = 10
Pose03
lf_foot_ctrl.ballTwist = -10
Remember the chart above if more a guideline, more then absolute references. Base on your joint placement and character you will get different value on the rotation.
1. From the top view using the EP Curve tools draw a linear arrow call “master”.
2. Create a nurbs circle and rename it “cog_ctrl”
They will have 3 different ways for you to associate the character geometry to the rig. Each of them will have there pro and cons. But in this case due of the simplicity on the character you can use the one you wish.
This technique is also call Knee PV no flip
You may have observe that when you rotate the “foot_ctrl” you are also automatically moving the knee position. In some case that will be a PERFECT behavior. But some time you may want to get move freedom and not affecting the knee position when you are rotating the “foot_ctrl”.
Repeat Step 08part01 and 08part02 to complete the right leg