Ankle Controllers
 
 
 

CATWindow > Hierarchy panel > Expand the HubGroup hierarchy to which the ankle belongs. > Click the controller to edit.

Ankle controllers include DigitRollAngle, DigitSpreadAngle, DigitCurlAngle, TargetAlign, and FootBend.

NoteThe 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.

TipDigitSpreadAngle 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.

TipDigitCurl is especially useful for creatures with long claws like lizards or birds.
TipTo 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.

TipA 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.

TipWhen 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.
See Also