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Currently the rig type with the most options, used for rigging the legs on Sprite Fright. It really just adds footroll to cloud_limb.
You can get a written description of this rig type on the wiki.
@Demeter Dzadik Hi Demeter. Thanks for all your amazing rigging magic. I'm just finally trying cloudrig on a couple of characters for the first time too, and I'm not quite understanding how the heel pivot point is set via the metarig. It seems pretty far behind the foot in my case, so would love to know if there's a way to set it precisely.
@Stephen Hamacek Oh look I just saw on the wiki you can set a bone as the pivot. I'll give that a try!
@Stephen Hamacek I couldn't find the HeelPivot bones for a while, but I see they are on the ORG layer in the metarig. In case that helps someone else hunt for them ;)
@Demeter Dzadik, yes I'm still seeing the issue. I've set HeelPivot right on the back of the shoe heel/ground contact. Toe roll is lovely, but the heel rises off the ground when rolling back - it seems to pivot more around where the roll control bone is, behind the foot.
@Stephen Hamacek You can select a bone as the heel pivot: https://studio.blender.org/pipeline/addons/cloudrig/cloudrig-types#limb-biped-leg Hope that helps.
Dear Demeter. I have question about How to show pole control before generate rig in pose mode? thanks
@Jack Liu Hey there. I guess you're referring to an old feature where I tried to draw an overlay preview of where the pole target would end up, but that feature was unstable so I disabled it. So there's no way to do this currently, sorry.
I would usually use a bone chain of 5 for the legs so I can get better deformations in the knees but it seems like in cloud rig I can't do that. since it only takes a bone chain of 4 how would I go about fixing collapsing knees when using a cloud rig?
@derek henry I just use a shape key!
Hello, I have a problem with the rolling of the foot, the heel goes down instead of up, Do you have a solution for this problem? thank you
@labo digital Can you check if it works on the Cloud Basic Human metarig? If yes, try using the same bone rolls as that metarig (so the X/Z axes of each bone is oriented similarly between your rig and the template rig). If it's broken on the template rig too, you might need to update to a later Blender and CloudRig version.
Dear Demeter. Thank you so much for this explanation. I have one question about foot heel control rotation behavior according to the width of the foot or shoe. We can achieve such behavior easily in rigify by adjusting the length of the heel bone in metarig. How can we achieve something similar in cloud leg? Thanks
@komaclostea , it seems like the question on this channel is simply ignored or not worth to consider. Thank you anyway.
@komaclostea Sorry I missed your message the first time!
@komaclostea Hey, the only foot roll built into cloud_leg is the forward and backward one, pivoting on the toes and the heel, a sideways thing would have to be hacked in currently using cloud_copy to create parents of the foot IK in whatever pivot point position you like.
@Demeter Dzadik Thank you very much.
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