Advanced Rigging
No Flip Kee
Introduction
This tutorial is based on the no flip knee described in The Art of Rigging Volume 1 pages 13 through 16 (available for purchase at CG Toolkit or you can ask Kendal nicely to borrow hers).
Tutorial
- DO NOT DO THIS IF YOU CREATED A POLE VECTOR!
- Select l_leg_ikHandle. What we are about to do will make the leg twist, don't worry! We will fix it by the end of the tutorial.
- Set Pole Vector X to 0.1 and Pole Vector Y and Z to 0.
- Set Twist to 90.
- Select l_foot_anim
- Add two attributes using the attributes button in the shelf. Type in 'knee offset'.
- Open the hypershade in Window > Rendering Editors > Hypershade
- Go to Create > General Utilities > +/- Average
- Ctrl + Click the l_leg_ikHandle and l_foot_anim in the outliner then click the input/output connections button in the hypergraph to show them both.
- Right click the right side of the l_foot_anim node and select single > knee.
- Connectet it to the averaging node by right clicking on the left side of the averaging node. Choose the input1D[0] connection.
- Right click the right side of the l_foot_anim node and select single > offset.
- Connectet it to the averaging node by right clicking on the left side of the averaging node. Choose the input1D[1] connection.
- Right click the right side of the averaging node and select Output1D.
- Connectet it to the l_leg_ikHandle by right clicking on the left side of the ikHandle node and selecting twist.
- Select l_foot_anim and type in an offset value of 90.
- Hide the offset attribute in the channel box.
- Done! Now when you change the value for "knee" it should have the same effect as moving a knee control. Hooray!