Simplified Reverse Foot Rig by Josh Enes

Setting up a foot rig, the EASY way.

Still confused how to create an easy to use foot rig that won't break? Give this one a try. It is easy to set up and has all the functionality of reverse foot rigs you have seen elsewhere without the need to branch select. This tutorial was written back in 2002 and may or may not be relevant anymore. I leave it here for the sake of not breaking anything linking to it.


1 STEP 1: Load XSI and get a new scene with that factory fresh smell.
2 STEP 2: Now create the standard bones that are used in the leg (Create | Skeleton | Draw 2D Chain). First off the 2-bone chain for the leg, then a single bone chain for the heel, and one more for the toe. Get the SimpleFoot Project which has a scene with some bones already set up if you are lazy. If this was a full character, the leg root would go under your COG_Null.
3 STEP 3: The next step is to get the foot and leg to stick together. To accomplish this, Constrain | Position the leg's effector to the heel's effector. Now the leg will always stick into the heel. You can now hide the leg's effector since it is constrained and we don't need to touch it anymore. While you're at it, hide the toe's effector as well.
4 STEP 4: Now Get | Primative | Null and put it where the heel and toe bones meet at the roots. I called mine Foot_Null but it doesn't really matter. Select both the toe and heel roots and Transform | Match Translation to the Null. Make both of the roots children of the Null and hide the roots since we no longer need to deal with them.
5 STEP 5: Get | Primative | Implicit | Cube then Transform | Match Translation and Transform | Match Rotation to the Null created in STEP 4. Now Constrain | Position and Constrain | Orientation the Null to the Implicit Cube. We do this to avoid having to branch select the cube. Since the roots of the heel and toe are children of the Null, the whole foot will now move and rotate with the Implicit Cube without any need to branch select. Scale the Implicit Cube so it more closely resembles the shape of a foot. Name the Implicit Cube Foot_ControlBox. Make the Null a child of the Foot_ControlBox and hide it, we don't even need to look at it again. If this was a real character, the Foot_ControlBox would be a child of the Top_Null.
6 STEP 6: At this point you have a choice of how you want to control the heel. You can either rotate the heel bone, or set up another control box that you can use to move where the heel points. I prefer rotating the bone. If you want to rotate the heel bone then you can hide the heel effector since you won't be needing it and you are done! Otherwise follow these instructions: Get another Implicit Cube and match it's position to the heel effector, then constrain the heel effector's position to the Implicit Cube. Hide the heel effector. Name the Implicit Cube Heel_ControlBox and make it a child of the Foot_Null or whatever you called it. Now you have the additional control box to aim the heel bone where you want. Get the finished SimpleFoot Project here.
7STEP 7: Doesn't Children of the Null sound like a good book? That's it, have fun!