Rigging quadrupeds

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Alchemist4Animation
Posts: 2
Joined: Fri Mar 29, 2019 11:17 pm

Rigging quadrupeds

Post by Alchemist4Animation » Fri Mar 29, 2019 11:55 pm

Hi everyone.

I'm Having trouble with rigging Hores by using new structure feature. With the option to make a dog or similar front and back legs structure after applying auto-rig, you got an option for toe and heel roll on the controller. But then for a hoofed mammal animal, there's no heel and toe roll (hoof roll) included in the structure. Since heel and toe role are not included how to make the realistic horse walk without rotation of the hoof doesn't punch through the ground.

I know how to rig toes and hill roll to affect Ik chain of the leg by applying [inserting] a fake controller in the chain parented to the heel bone or artwork and then link fake controller to the actual controller. But is there a quick way to make horses front and back leg with using structures and auto rig?

Here Is my example of horse walk and run cycle. I'm sharing rig also. Hope anyone can check the rig and keyframes and give me some advice.
https://www.dropbox.com/sh/nk3ymxy9xvd8 ... rwe6a?dl=0

Thanks in advance

User avatar
Duduf
Posts: 618
Joined: Mon Jun 20, 2016 2:59 pm

Re: Rigging quadrupeds

Post by Duduf » Mon Apr 08, 2019 9:47 am

Hi,

If I remember correctly, you should be able to animate the cycles with only the rotation and the position of the controller of the legs ; there are a few effects to control the shoulder too.

If you'd like to rotate the hoof from another, I think you could just add a null/another controller and parent the existing controller to it.

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