Hi folks. I'm working on a digitigrade character - a bird-person who stands on their toes as birds do, rather than flat on their feet as humans do. In effect, the knee is further up the leg, and the ankle acts as a reverse-bending knee. Look at the leg of a bird or hind leg of a dog to get the idea, if this description is unclear. If you want to see the model in action, a short 3Mb anim of it dancing can be found here: http://www.chromatic-dragonfly.com/newljst...imbusdanceB.avi
Anyway, the model's been rigged using Eggington's 2001 rig, very similar to the one on the Hash 2002 (v9) CD. With some adjustments, the legs work ok, but the problem is that the nulls that one uses to plant feet firmly are now further up the leg, and operate the "second knee". I've tried adding another pair of targets at foot level and simply constraining the lower leg bones (formerly the foot bones) to aim at them, but that screws up other aspects of the leg rigging right royally. I also went through Mr Eggington's documentation for the rig on his site (www.eggington.net) in an effort to work out what constraint-diddling might generate the effect I'm after, but I haven't found anything that seems to do the trick.
At present I'm animating the model using the foot target nulls for the upper legs, and doing the lower legs and feet manually, but as you can imagine it's a total PITA trying to keep the feet solidly planted on the ground without functional foot targets to work with.
Is there anyone out there who has gotten a 2001 rig to work successfully with a digitigrade model? I'd appreciate any input or suggestions!