The Smart Foot allows to quickly and easily create a high-level IK gizmo to animate the foot roll. For a quick overview, please watch the following quick tip about smart foot:
Pinning Mode: defines how the Inverse Kinematics (IK) controls the ankle. You can decide between None (no control), T (controlled in Translation only), R (controlled in Rotation only) or TR (controlled in Translation and Rotation)
Attached Ankle: displays which joint in the scene is considered as the Ankle for this Smart Foot
Attached Ball: displays which joint in the scene is considered as the Ball for this Smart Foot
Heel Pivot Trans.: Heel pivot translation relative to the Smart Foot
Ball Pivot Trans.: Ball pivot translation relative to the Smart Foot
Toe Pivot Trans.: Toe pivot translation relative to the Smart Foot
Roll: parameter controlling the foot roll. It is a number between -100.00 and 200.00.
The following animation shows the Roll parameter animated from -100 (fully extended on heel) to 0 (foot flat on the ground) then to 100 (ball fully bent) and finally to 200 (fully extended on toe).
Heel Straight Angle: defines the angle the heel forms with the ground when it is fully extended (Roll = -100). The following animation shows the effect of varying Heel Straight Angle from 60 to 0 degrees.
Max Bend Angle: defines the angle at the ball when it is fully bent (Roll = 100). The following animation shows the effect of varying Max Bend Angle from 0 to 80 degrees.
Toe Straight Angle: defines the angle the toe forms with the ground when it is fully extended (Roll = 200). The following animation shows the effect of varying Toe Straight Angle from 0 to 120 degrees.
Up Influence: defines how many joints will be used to control the position / orientation of the ankle
Footprint scale: defines a scale factor for displaying the Smart Foot in the 3D viewport
NOTE: make sure that the foot is flat on the ground when creating the Smart Foot.
If you have any problem or any question, please contact support.
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