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# 3.4 Legs Control

In this lesson you will learn how to create controls for the legs of the character.

## 5.Conclusion1 lesson, 00:51

### 3.4 Legs Control

Hi everyone, and welcome back to the rig a rubber hose character course. In this lesson, we'll be going through how to create the control for the leg. So as you can see from the previous video, the only way that we can actually control the leg is if we select the spline, making sure that our move tool or one of these tools is selected. And then, just sort of moving the leg this way, which as you can see isn't very efficient. So the way that we can actually control our leg is the same way that we can control the arms. So if you look at the way that we've created a right arm goal. You can actually move the arm in a better way. So let's do the same for the leg. So we'll create a control for the leg. And the way that we do this is if we select our right leg spline, right-click on that,go to Character Tags, and then select IK. And now with IK selected, make sure that Point IK is ticked. And again, we want to set a start point and an end point. So if we go to our side view, we can see that we've got three points here, just like the arms. So we've got is 0.0, a 0.2 for our knee. And a 0.1 for our knee, sorry, and a 0.2 for our foot. So let's make the endpoint 2. And once again, you can see that we've got a green line if I go to lines here. We've got a green line connecting the two points. The first point and the last point together for our leg. So that's exactly what we want. So now that we've got these points defined, let's go ahead now and create the goal. So now we have to create a goal which is basically a thing that will guide where our foot is going to be moving. We need to be making sure that IK is selected again on our right leg spline. And click on the button here Add Goal. So now this has created a null here, and we want to double click on the null. And let's rename this, R_ Leg.goal, which is exactly the same naming convention as what we used for the right arm goal. So right followed by what it is, the leg or the arm. And then, followed by goal or spline. So now that we've got our right leg goal created, let's go ahead and, Let's go ahead and start moving it. So let's see if this moves correctly. So just gonna test that out. You can see this moving in a similar way as what we did with the spline. So just lifting the knee up here, just testing the bones out. Sort of lifting the knee and kicking something. So once you've successfully tested the goal out and you're happy with it, we can now go ahead and create a Pole Vector to control the knee. So let's go ahead and do that by clicking on the spline again. And then going to IK Goal. And we want to scroll down here to where Pole Vector is. And to click on Add Pole, and this will create a R_Leg Spline Pole. Automatically, it has the naming convention, so we don't actually have to rename it. And if we go over to our different views you can see here that the Pole again has been created inside the body. So we want to move that away from the body, and just in front of our character like so. So just in front of the knee here. And this ensures free select our Goal again. This ensures that the knee will always be pointing in front of our character, instead of behind it. So if I click on the Spline Pole, and move it behind, you can see the knee bends inwards instead of outwards. So we want the knee to bend this way, and maybe even slightly out like so. Excellent, so now we have the leg moving. Let's test that again, so select on the R_Leg.Goal. You can see we've got our leg moving here. It's kinda like controlling a puppet. And we've also got, if we select our R_Arm.Goal, we've also got our right arm moving. So this is how we want our character to move, just testing the rig again. So now that we have the arm and leg moving, and behaving in the way that we want it to. In the next lesson, we’ll go through the process on how to direct the body. See you all there!

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