3) Open the Connection Editor
window. Select the Control_Hip and click on "Reload Left".
Select the original Hip and click on "Reload Right". Connect
the Rotate X attribute of the original Hip to the Rotate X of the
Control_Hip. Do the same for the Rotate Y and Z attributes. Do this
also for the knee, ankle, and ball joints. You can also just click on
the Rotate item in each box without going into the sub-headings for
each joint. Rotate the control leg joints and verify that the original
joints rotate with them. Hide the original joints and geometry. (See
Image C).
Image C
4) Lock the Y and Z rotation of the Control_Knee
joint giving it only one degree of freedom. If the knee isn't already
bent then put a slight rotation in X on it. Select the Control_Hip
joint and "Set Preferred Angle". You can right-click over
the joint to get the pop-up menu.
5) Create an IK Handle that goes from the
Control_Hip to the Control_Ankle. Name it ControlLegHandle. Move the
handle away from the rest position.
6) Make a new leg by duplicating the control leg
minus the IK handle. Reset the rotations of the joints on the new leg
to 0. Name the new leg joints FK. Example: Name the duplicated hip
FK_Hip and the duplicated knee FK_Knee. Display the selection handles
for the FK joints and offset them. (See Image D).
Image D

7) Create a locator and position it in front of the
FK_Knee joint. Move the locator directly on top of the knee by point
snapping it to the joint. Then move it forward along the Z axis in
front of the knee. Name the locator FKLegPV and "Freeze
Transformations" on it
8) Orient Constrain the Control_Ball to the
FK_Ball. Do this by selecting the FK_Ball, then the Control_Ball and
choosing Constraint -> Orient.
9) Orient Constrain the Control_Ankle to the
FK_Ankle.
10) Point Constrain the ControlLegHandle to the
FKAnkle.
11) Pole Vector Constrain the ControlLegHandle
to the FKLegPV locator and parent the FKLegPV to the FKKnee.
12) Rotate the FK Leg around and the Control Leg
should follow it exactly. You might have to set up rotational limits
on the FKKnee to keep it from hyper-extending. Reset the rotations to
zero. Also remember that the knee only rotates in X.
13) Duplicate the FKAnkle. Name the new joint
chain "IK" and unparent it. Example: Rename the joint
FKAnkle1 to IKAnkle, IK_Ball, and IK_Toe. If there any constraints
attached to this new joint chain, delete them. Reposition the IK_Ankle
away from the FK leg.
14) Duplicate the FKLegPV and name the new
locator IKLegPV. Hide the FKLegPV. Parent the IKLegPV to the skeleton
root.
15) Now we are going to duplicate the steps
above in when we constained the Control leg to the FK leg, but we will
constrain it to the IK leg this time.
16) Orient Constrain the Control_Ball to the
IK_Ball.
17) Orient Constrain the Control_Ankle to the
IK_Ankle.
18) Point Constrain the ControlLegHandle to the
IKAnkle.
19) Pole Vector Constrain the ControlLegHandle
to the IKLegPV locator.
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