This is not only a good foot rigging tutorial, but also a great tutorial to understand the overall bones system and the process of making it, I struggled weeks transitioning from Maya, and this video just made me have some hope at the end of the tunnel.
All the theory before the actual foot rig is fundamental to understanding the whole thing. Most tutorials lack this information and end up with a failed foot rig. Thanks a lot !!!
Joey I know you’re only human and have a list, but I wish you can do EVERYTHING lol. Like I learned Geo Nodes of course recently from you, but you’re still the most comprehensive and accessible blender rig tutorials out there! I know you can only do so much but it’s incredible how much knowledge you have and how you make it accessible lol
The depth you went into with the constraints confused me at first, but than I realized how little I actually knew about them. Thank you so much for this amazing tutorial!
thank you for explaining how the bones work and why they work- I've always known how to do certain things regarding rigging, but only from following tutorials exactly and not rly knowing what i was doing. but now i have a much better understanding of bones and i know how everything works now! and ofc ur foot rig is amazing i will definitely be implementing it into my models!
A simply superb video on rigging the foot. It's really great how you break down things for beginners too -- a very thoughtful and well made tutorial. Thank you for taking the time to make it.
Great tutorial, thanks for sharing. One more thing I'd like to suggest. Make one extra control in the hierarchy called foot_control which is parent of both the toe_pivot and heel_pivot. Then make sure the heel_pivot is XZY Euler rotations, and lock Z so the combination of X and Y rotation goes together nicely. The only thing in this rig that doesn't play nicely is when you overstretch the IK (the toes bend downwards following the IK constraint) but thats something you normally wouldn't do anyway. Could be fixed by a limit distance to the upperleg but that brings its own issues.
Nice one! really clever and so elegant. Thank you. I was told to leave to the pole angle at zero, and to change the bone roll instead. so that i have the entire pole angle range from -180 to 180 if I needed it during the animation process.
Thanks so much for sharing this video! This is the best foot rool tutorial I've seen for Blender which works properly and logically! The explaination is clear and easy to understand.
Great tutorial. I think my rotations were different so when you were limiting rotation my positive and negative numbers were the other way around. But I appreciate you making this knowledge available as it is so much clearer now.
30:23 if you dont have the same motion (for example, i can raise the foot but i cant make the foot bend on its toes), I found a fix that helped me and might potentially help you. On the Pivot.Foot Armature, under the COPY ROTATION constraint, try selecting the Invert [x][y][z] buttons. What got it to work for me was to enable all Axis[x][y][z] and enable all Invert[x][y][z]... Basically I enabled all 6 of them and it worked for me. Edit: you have to play around with it until you find what works for you. E.g. I found out I need to disable Axis [x][y] because it disrupted my control foot rotations when I want to turn my foot to the side
Thank you for this comment 🙏 I spent hours trying to figure out what the problem was even though I literally copied every single step of this tutorial!
22:54 From that moment on, I had a problem with a flickering leg, it was in two positions at the same time, it turns out that copy rotation constraint was saved on this copied bone, which is why this problem occurred.
Hey All! If you followed this tutorial but had nonsensical rotations (rotating on local Z still affects other joint's local Y despite having the axis disabled) when going up on the heels in pigeon-toed or duck-footed poses in Blender 3.8-4.0 try the following solution: 1.) Verify all Copy Rotations are in local space 2.) Set the "Order" of all constraints in your foot bones to "ZXY Euler" 3.) Set all bones rotation order to "ZXY Euler" in the Item tab It says prone to gimbal lock when highlighted over; but behaves much more normally.
This whole series has been great so far, thank you. If you wouldnt mind answering a question, how did you change the appearance of your compass in the viewport so that it's less intrusive than the vanilla look?
I'm not sure what you mean by compass. I think most of my interface is standard except I like to keep the location gizmo turned on. A lot of UI settings can be changed in the top right of the viewport under gizmos and overlays.
Hey, do you know if something has chaged with this setup in recent versions? I have the same setup for the IK bones you cover in Foot Rig 1. Unparented them etc. When I do something like move the to around though all of the IK bones start to offset their location where as yours the head of the bone stays in place and the entire bone just moves around nicely.
I've followed this tutorial twice now, and up until the control foot segment at 30:00, I cannot get the foot pivot to bend on its when the heel pivot is rotated downwards. It simply wont work, has anyone else experienced this problem? I use blender 4.0 edit: I found the solution. Just play around with the Invert x,y,z axis on the foot pivot copy rotation constraint. I got it to work by disabling the x, y, and enabling everything else, including inverted axis
Thanks. Something I'm struggling with is how to keep the ik controls lined up with the foot and leg bones when switching to FK animating? When turning off IK on the leg, I tried using a child of constraint for the IK heel so that it followed the main foot bone, but that causes dependancy issues, I also tried copy location on the IK heel to the foot bone, but that also had the same problems. I tried making a duplicate bone from the ik heel, and parenting that to the foot. The intent was to copy the ik heel to the fk heel's position when re-enabling IK, but of course because I'd rotated the foot bone when in FK mode, this roation got added to the IK bone's rotation. I could use this method and keyframe the bones the frame before the ik re-enable, and then reset their rotation and keyframe again on the frame where ik is re-enabled, but this provides a visible slight pause where the foot is forced to be in the same position (visually) over two frames. Any idea?
You say add copy rotation and it works when you rotate at the ball of the foot. I copy rotation and try to rotate at the ball of the foot and watch the bone isn't copying the rotation.. it just gets pushed forward.
Hello, very good your tutorial, everything was fine, until I reached minute 30, something happens and does not do not move the foot as this in your video can you guide me that susece ? does not take the correct direction to move the ctl
Hello, great vid so far. Hope to learn a lot from the other videos of your channel. I did have a question. The add-on, I assume? On the left bottom, that showcases the python code of each action. Do you perhaps have a name for that? It seems quite useful.
@@JoeyCarlino Wtf! I checked it, yes its definitely there, I had opened an info window on top, that showcased the exact same results, but it took a bit too much space for my taste :D Thanks!
32:05 "You can see it's working" Meanwhile it is not working here and I really don't know whats wrong. everything moved like it should until that point (The only thing I had to change was mirror the x & z for the pivot foot.
let's say you want to make the character do squats, you'd only have to move the entire body down right? (I use the hip bone which is the master bone to move the character down, and it moves everything down) But then won't the feet/legs also go down through the floor? So in this case, is there a way to lock the IK feet in place on the floor or something?
If your feet are using IK and you want them to move separately from the hips, then you'd have to unparent them from the hips. That's why most people have a separate root bone that isn't also a deforming bone
@@JoeyCarlino I found the problem, they were parented to my extra thigh bones because I wanted to use those extra bones for an FK full leg swing animation controller.
Hey thanks for the help was really awesome. I have to say rigging is kind of a pain and process heavy. It would have been nice if you stop to name things to help keep stuff less confusing for the viewer, hard to see what bone you click sometimes. But again thanks I appreciate your time. Liked and subscribed all the way.
You tried... But that rigging pattern is not good for a walk or run Animation... For instance, you can't Animate a passing pose with that rig on a character that is running or walking.. So, you will have to work on your technic.. As for the copy constraints, few are are okay...but the rest are wrong... especially putting an ik on the toe bone is a wrong way to go because, that will affect a passing pose on a walk or run cycle.. you can't bend the toe properly.
definitively the best foot rig tutorial
This is not only a good foot rigging tutorial, but also a great tutorial to understand the overall bones system and the process of making it, I struggled weeks transitioning from Maya, and this video just made me have some hope at the end of the tunnel.
All the theory before the actual foot rig is fundamental to understanding the whole thing. Most tutorials lack this information and end up with a failed foot rig. Thanks a lot !!!
This is the best foot rigging tutorial. I was able to follow it because everything is clear and easy to follow. Thank you very much Joey Carlino.
I second this notion.
Joey I know you’re only human and have a list, but I wish you can do EVERYTHING lol.
Like I learned Geo Nodes of course recently from you, but you’re still the most comprehensive and accessible blender rig tutorials out there!
I know you can only do so much but it’s incredible how much knowledge you have and how you make it accessible lol
The depth you went into with the constraints confused me at first, but than I realized how little I actually knew about them. Thank you so much for this amazing tutorial!
One of the best tutorials I've found regarding foot IK! Does not break the humanoid bone parent sequental link that are required for Unity. Thanks!
This is just the tutorial I needed. Your presentation is clear and easy to follow and not rushed and comedic like a lot of other channels. Thank you!
Thank you so much for making this awesome tutorial for free
thank you for explaining how the bones work and why they work- I've always known how to do certain things regarding rigging, but only from following tutorials exactly and not rly knowing what i was doing. but now i have a much better understanding of bones and i know how everything works now! and ofc ur foot rig is amazing i will definitely be implementing it into my models!
Thanks, I'm glad I can help. It took a lot of experimenting for me to understand it well. I'm still learning and trying to get better with rigging.
Ah, 2.92. so young we were!
This is the greatest rigging tutorial I've ever seen!!!!!
A simply superb video on rigging the foot. It's really great how you break down things for beginners too -- a very thoughtful and well made tutorial. Thank you for taking the time to make it.
Great tutorial, thanks for sharing.
One more thing I'd like to suggest. Make one extra control in the hierarchy called foot_control which is parent of both the toe_pivot and heel_pivot.
Then make sure the heel_pivot is XZY Euler rotations, and lock Z so the combination of X and Y rotation goes together nicely.
The only thing in this rig that doesn't play nicely is when you overstretch the IK (the toes bend downwards following the IK constraint) but thats something you normally wouldn't do anyway.
Could be fixed by a limit distance to the upperleg but that brings its own issues.
Thank you mate !! The simplest and most effective solution i have seen so far. Works perfectly for a horse foot !!
Joey Carlino you are an absolute beast. God bless you brotha
Nice one! really clever and so elegant. Thank you.
I was told to leave to the pole angle at zero, and to change the bone roll instead. so that i have the entire pole angle range from -180 to 180 if I needed it during the animation process.
Thanks so much for sharing this video! This is the best foot rool tutorial I've seen for Blender which works properly and logically! The explaination is clear and easy to understand.
just a great explanation of IK in general
Great tutorial. I think my rotations were different so when you were limiting rotation my positive and negative numbers were the other way around. But I appreciate you making this knowledge available as it is so much clearer now.
very comprehensive tutorial... thanks
Foot bone constraint bibble, thanks you for sharing this video!
Best foot tutorial. You nailed it
you can also add a limit rotation constraint to the pivot.toe bone so it can't rotate below the floor
Tq....bro...u clear my doubts.... Awesome tutorial..
Best blender rigging tutorial, thanks a lot
30:23 if you dont have the same motion (for example, i can raise the foot but i cant make the foot bend on its toes), I found a fix that helped me and might potentially help you.
On the Pivot.Foot Armature, under the COPY ROTATION constraint, try selecting the Invert [x][y][z] buttons. What got it to work for me was to enable all Axis[x][y][z] and enable all Invert[x][y][z]... Basically I enabled all 6 of them and it worked for me.
Edit: you have to play around with it until you find what works for you. E.g. I found out I need to disable Axis [x][y] because it disrupted my control foot rotations when I want to turn my foot to the side
Thank you for this comment 🙏 I spent hours trying to figure out what the problem was even though I literally copied every single step of this tutorial!
the best foot advanced rig tutorial from entire fuckskjjkf youtube
This tutorial is superb ! so well explained.
best tutorial, thank you dude.. i did it by my self and it works
your rigging methods have insane quality! TNX! on profesional explanation
Never knew about the inherent rotation setting!
i learned not only something, i think i hit the iceberg. thank you very much.
very good tutor with complete steps... love it. i wait for next tutor bro...
Amazing work , you deserve a million subscriber
we want detail series as this video we love it man it's amazing and easy! Plese make MORE Tutorials in depth!
Thank you for the tutorial! Now i can make buckle my shoe video myself🎉🎉
Excellent explanation
Best foot rig tutorial. Thanks !!!
Love your content, you deserve more views and subscribers.
This was awesome. I learned so much.
Great job. As always. It's just so damn cool, that you share all this with us. I feel enlightened.
😀
Master piece
Nice tutorial ! It's very helpful !!
Thank you for making it
Thank you. You explained it much easily and clear.
this is the best ik tutorial... thanks alot
This is SOO good man. Thank you for sharing your knowledge.
Great tutorial. I was wondering how to set up a foot rig
great work and tutorial! thanks!
you are awesome teacher. thank you very much
You are a genius man
Freaking GREAT ... Thank You!!! Super good!!! Fantastic !!!
Great tutorial! You explain things so clearly.
thank you for the effort
awesome Joey...thanks for this
Brilliant
Thank you!
Thank you 😎👍
This is so cool oh my god
Thanks 😊
thank you bro
22:54 From that moment on, I had a problem with a flickering leg, it was in two positions at the same time, it turns out that copy rotation constraint was saved on this copied bone, which is why this problem occurred.
Hey All! If you followed this tutorial but had nonsensical rotations (rotating on local Z still affects other joint's local Y despite having the axis disabled) when going up on the heels in pigeon-toed or duck-footed poses in Blender 3.8-4.0 try the following solution:
1.) Verify all Copy Rotations are in local space
2.) Set the "Order" of all constraints in your foot bones to "ZXY Euler"
3.) Set all bones rotation order to "ZXY Euler" in the Item tab
It says prone to gimbal lock when highlighted over; but behaves much more normally.
This is it
34:14 wow, looks now like an anti-grav ship
This whole series has been great so far, thank you. If you wouldnt mind answering a question, how did you change the appearance of your compass in the viewport so that it's less intrusive than the vanilla look?
I'm not sure what you mean by compass. I think most of my interface is standard except I like to keep the location gizmo turned on. A lot of UI settings can be changed in the top right of the viewport under gizmos and overlays.
@@JoeyCarlino I got it figured out. After browsing preferences I found what I was looking for. Thank you for the reply!
Hey, do you know if something has chaged with this setup in recent versions? I have the same setup for the IK bones you cover in Foot Rig 1. Unparented them etc. When I do something like move the to around though all of the IK bones start to offset their location where as yours the head of the bone stays in place and the entire bone just moves around nicely.
hey, if you have found an answer for that, i will be really pleased if you can share it with me. I'm facing the same problem !
At 1:14 you say "If I move this Boner round"... nailed it Carlino... not bad.
I've followed this tutorial twice now, and up until the control foot segment at 30:00, I cannot get the foot pivot to bend on its when the heel pivot is rotated downwards. It simply wont work, has anyone else experienced this problem? I use blender 4.0
edit: I found the solution. Just play around with the Invert x,y,z axis on the foot pivot copy rotation constraint. I got it to work by disabling the x, y, and enabling everything else, including inverted axis
Thanks. Something I'm struggling with is how to keep the ik controls lined up with the foot and leg bones when switching to FK animating? When turning off IK on the leg, I tried using a child of constraint for the IK heel so that it followed the main foot bone, but that causes dependancy issues, I also tried copy location on the IK heel to the foot bone, but that also had the same problems.
I tried making a duplicate bone from the ik heel, and parenting that to the foot. The intent was to copy the ik heel to the fk heel's position when re-enabling IK, but of course because I'd rotated the foot bone when in FK mode, this roation got added to the IK bone's rotation. I could use this method and keyframe the bones the frame before the ik re-enable, and then reset their rotation and keyframe again on the frame where ik is re-enabled, but this provides a visible slight pause where the foot is forced to be in the same position (visually) over two frames.
Any idea?
Nice
Can you do an advanced rig tutorial for arm and hands?
You say add copy rotation and it works when you rotate at the ball of the foot. I copy rotation and try to rotate at the ball of the foot and watch the bone isn't copying the rotation.. it just gets pushed forward.
Hello, very good your tutorial, everything was fine, until I reached minute 30, something happens and does not do not move the foot as this in your video can you guide me that susece ? does not take the correct direction to move the ctl
Hello, great vid so far. Hope to learn a lot from the other videos of your channel.
I did have a question. The add-on, I assume?
On the left bottom, that showcases the python code of each action. Do you perhaps have a name for that? It seems quite useful.
Screen cast keys. It's built in, in the preferences
@@JoeyCarlino Wtf! I checked it, yes its definitely there, I had opened an info window on top, that showcased the exact same results, but it took a bit too much space for my taste :D
Thanks!
32:05 "You can see it's working" Meanwhile it is not working here and I really don't know whats wrong. everything moved like it should until that point (The only thing I had to change was mirror the x & z for the pivot foot.
I just had to give up lol. Found my solution. Naturally I had also had to invert the y axis
what are thoseeeee
When I pull my leg controller below, the toes bend the wrong way
let's say you want to make the character do squats, you'd only have to move the entire body down right? (I use the hip bone which is the master bone to move the character down, and it moves everything down) But then won't the feet/legs also go down through the floor? So in this case, is there a way to lock the IK feet in place on the floor or something?
If your feet are using IK and you want them to move separately from the hips, then you'd have to unparent them from the hips. That's why most people have a separate root bone that isn't also a deforming bone
@@JoeyCarlino I found the problem, they were parented to my extra thigh bones because I wanted to use those extra bones for an FK full leg swing animation controller.
Hey thanks for the help was really awesome. I have to say rigging is kind of a pain and process heavy. It would have been nice if you stop to name things to help keep stuff less confusing for the viewer, hard to see what bone you click sometimes. But again thanks I appreciate your time. Liked and subscribed all the way.
Amazing. But lots of headache after watching this tutorial. Why ???
You tried... But that rigging pattern is not good for a walk or run Animation...
For instance, you can't Animate a passing pose with that rig on a character that is running or walking..
So, you will have to work on your technic..
As for the copy constraints, few are are okay...but the rest are wrong... especially putting an ik on the toe bone is a wrong way to go because, that will affect a passing pose on a walk or run cycle.. you can't bend the toe properly.
This rig is flawed recently, 23:31, the copy rotation does not function the same anymore and ruins the rig
I have that issue right now, not sure how to fix it :/
HI maybe silly question, but where do you connect the Pole Target for the leg? By parenting, or also copy location?
🤪💀🤪
thank you