Hello! Is it possible I could get anymore information on how the leg + foot components work in terms of the foot roll? I’d ideally like to make a custom roll - the goal is a foot that goes on pointe, the ballet position - with native maya tools, or maybe using control_01 components - and hook that setup into a built mgear leg. I’m lost on how I’d pull this off though. The foot roll in just the foot component, not as a child of a leg component, is really simple, achieved a lot with the DAG hierarchy of the foot controls. If you rebuild with foot component as a child of a leg component, there’s a lot more complexity. I can pick out things that make sense - the ik ref, pivot points, and heel/tip/bk ctls [Does bk stand for “back?”] are parented under ik ctl, so the rool ctls will drive the ik ref position; foot fk ctls are in a separate hierarchy from these; the leg_div_loc ctls are drien by rollSplineKine node inputs, and rollSplineKine nodes get inputs from tws_rot worldMatrices; etc. But all-in-all, the overall setup is too broad for me to fully figure out, especially in the context of integrating an external foot setup.
Let me know if it’s possible to get some more info! I hope this question isn’t too vague, I’m not sure what is and isn’t possible on connecting something external up to a built component, especially one that’s that’s quite complex.