Ankle controllers include DigitRollAngle, DigitSpreadAngle, DigitCurlAngle, TargetAlign, and FootBend.
Note: The Digit-type controllers described here are available only for rigs whose ankles have one or more digits at the time the CATMotion layer is created (see
Editing Palms and Ankles).
DigitRollAngle
DigitRollAngle controls the amount of digit roll.
Tip: Use DigitRollAngle in conjunction with DigitSpreadAngle.
DigitSpreadAngle
DigitSpreadAngle controls the amount of spreading by the digits during the cycle.
Tip: DigitSpreadAngle is useful for simulating heavy creatures that walk on their toes, like dinosaurs. Animate the spread to drop off as the foot lifts and back on as the foot plants again.
DigitCurlAngle
The DigitCurl controller controls the amount the digits curl during the cycle.
Tip: DigitCurl is especially useful for creatures with long claws like lizards or birds.
Tip: To control the curl values of individual digits, edit the
Curl Weight in the setup specifications of a selected digit.
TargetAlign
TargetAlign controls the position of the pivot point for the ankle. A value of 0.0 places the pivot point at the ball of the foot (the base of the toes). A value of 1.0 places the pivot at the ankle joint.
Tip: A human typically has the pivot on the ball of the foot at Lift and at the heel on Plant.
A creature that walks on its toes, such as most four-legged creatures, typically has a constant value of 0.0, leaving the pivot point at the ball of the foot.
FootBend
FootBend controls the angle of the ankle.
Tip: When animating humans, FootBend is not usually required as the ankle lifts naturally anyway (assuming your TargetAlign settings are correct!).
Tip: This is most useful when working with creatures that walk on their toes.