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Foot IK rotation and FKIK Switching

Hi, I have a model whose foot doesn’t follow the mgear foot setup, meaning the ankle, ball, and toe joints don’t align, so that foot setup controls don’t have any rotation.


Previously, I would adjust the model to make it work, but this time, I want to modify the settings to make the rig work for the model. So, when I created the foot rig with the default settings, the controls were rotated. I was able to tweak the NPO groups and to fix the rotation issue, but now I get an issue in FKIK switching. It is not seamless anymore, and I see movement while switching
Can someone help me with this?
Thank you!

See the ref and math nodes at the bottom?

If I recall correctly you’ll have to align those as well. They are involved in the IK switch and space switch.

Go through all the hidden nodes or empty transforms and see what nodes still align to the old orientation.

If that doesn’t work, maybe there will be something you can do by altering or cloning the foot component. I seem to remember doing something similar because I wanted the feet controls to be straight to world, even if the last toe control was pointing down to the tip of a boot.

Thank you for the reply. Yes, I am also looking into it. Do you mean, I have to align IK ref to FK ref and FK math to IK math or Ref node to math node?
I will check the default setup. May be that will help.

I tried matching IK ref and mth node FK ones (In FK mode). I seems to be working now.
Thank you!! :slight_smile:

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It is not working properly. When blending using UI, it works fine, but with the dropdown menu, it is completely broken. Do you remember how you actually did it?