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Starting on an animator-friendly foot roll rig
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In this lesson, we'll begin creating an animator friendly foot roll rig. So of course we won't want the animator to animate directly on our foot roll joints. It won't be too convenient for animation. Instead, what we can do is create a set of custom actions and tie them all to our foot roll control. It's a lot easier to manage keys that way with them all being tied to one control. Very easy to block in animation. So as we, let's say use the S key when blocking in a performance, again, any changes that are made to those foot roll channels are all saved. So let's go ahead and get started. We'll grab both of our foot controls and head over to modify, add action. So I'd like to organize the channel box a bit by first starting with a display roll attribute of what will follow after this attribute. So we can go ahead and rename this extra controls, and again, make it displayable. All right, so the attributes that follow. Let's go ahead and talk about them. We'll have two sets of attributes for each section of our foot. So for the ball, or the foot, for instance, it will have two attributes. The first will be used to create offsets in just the section. The second one will be used for [INAUDIBLE] key purposes. So we can automate our foot roll. So again, we're giving the animator a lot of control that way, and they can decide what route they'd like to take. Perhaps animating the foot roll with the foot roll channel we'll create eventually. And then they can use the offsets using the first statutes we'll create. All right, so let's go ahead and get right to work. So the first attribute will be heel Z. so this is going to control the Rotate Z-axis of our heel joint. We won't give it any limits, so we'll go ahead and choose add. And the next attribute will be for the set driven key we'll create later. So we'll rename that to SDK heel Z. And again, no need to give it a limit. So we'll go ahead and choose add. Once we're finished with the SDK channels, we'll then go ahead and lock and hide them as to not confuse anyone using the foot roll. All right, so following that, we'll go ahead and create another channel, this time for the ball of the foot. So that's going to be ball Z. And the next will be SDK ball Z. The last will be for our toe roll. So it's toe Z. And SDK toe Z. All right, so we're good to go. Let's go ahead and check out our channels. All right, so once we're finished with this, we'll later go back and create a foot roll channel, and use these SDK channels to tie into that foot roll channel. All right, well, the next step is to create plus minus average nodes. Now, why would we want to use that? We're working with two channels per section. So what we'll need to do then is tie both channels into a plus minus average node that then drives our rotate Z-axes of each of these joints. I really like working with the plus minus average node because essentially, we're given an extra amount of control. We can have multiple objects control just one channel that way. Which is really neat. You can do some very creative things with it. So let's go ahead and get right to work. We're going to go ahead and add the hypershade to our shelf. All right. Let's go ahead and load that up. I'm working with the second layout display. So we're just focusing on the work area. So if we were to toggle between that at the top toolbar, again, working with that second display. So let's go ahead and create our plus minus average nodes. You can always do that from the create menu. So that's create, general utilities, plus minus average. We'll need six. Three for each foot. Let's go ahead and rename this guy to PMA_L followed by what it will control. So that's going to be heelZ01. Duplicate it and rename this one to ballZ01. And the last to toeZ. Then we'll go ahead and duplicate these three for the right side. So with them all selected, let's go ahead and duplicate them. Let's also go ahead and spend a little bit of time adjusting them, just to make this a lot easier to wire together when it's time for that. All right, so there's the toe. I'll go ahead and drop that one. Bring the heel up. Bring the ball in between those two. And we'll just go through and rename these. So that was pmar_heelz_01. We could always copy this same. Might help to rename the others faster. So this second one, of course, is for the ball. And the last for the toe. OK, great. All right, now what's really neat about the hypershade is we can go ahead and save bookmarks, which I highly recommend you use. Especially when building something that is very complicated. It's very easy to go back to the layout that worked for you for wiring your nodes together. So I'm going to go ahead and do a save out this layout. We'll head over to the bookmarks menu and choose Create Bookmark. Go to the options so we can rename it. Let's go ahead and name this footroll_graph. OK, great. So if we were to ever close out our hypershade, I'm sure you've done this before when you go ahead and load it back in. Well, of course none of your nodes are there. And without the bookmarks, you'd have to maybe select your object, and then view up and down stream connections. And it gets really confusing to get back to the layout that you had before. But now with bookmarks, we can just go ahead and click on that bookmark, and everything reverts back. All right, so that's really neat. And what that, we'll go ahead and stop the lesson here. So let's say in the next lesson we go ahead and continue working on our animator friendly foot roll rig.
In this tutorial, we will learn the methods that were used to rig the transforming robot. Throughout these lessons, we will learn the tools and techniques used in the setup process of both our robot and truck. The goal is to break this complex idea down into a simple, and manageable form. We'll cover the rigging process in its entirety, and along this journey, we'll be introduced to several tools that will help make this all come together efficiently. By the end of the course, you'll have the set of skills needed to rig your own transforming robot.