Access to toes in animation mode
Toes are currently not accessible in interaction mode.
When clicking on feet, no toe node will appear, there are no sliders and they are not pose-able in any way.
So long term it would be really great to have feet adapting to surfaces similar to the hands and also get some sliders to make them curl.
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vote sum by 9 users.
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yes! that's an excellent idea!
I hope that can be implemented.
This'd be a godsend for a lot of poses, especially with digitigrades
I'm sure this is low on the list of "get-to's" but 1000% agree. Please consider looking into this!
Just circle back to this as this suggestion is now 2 years old, but has there been any progress being made to foot positioning in Interaction mode?
I understand that it may not be high priority since the team is likely looking at individual toe animations, which requires a lot more effort to implement, but...
There still isn't a basic toe rotation in Interaction mode?
Right now, the feet in interactions either bend awkwardly, clip into the environment, or the entire animation needs to be planned around the fact the actors always being flat-footed or laying down. It looks and feels bad to work with.
What makes it worse is toes already have individual bones (which can be seen in the Character Builder) and a toe roll slider does already exist in Character Builder as "TippyToe" for certain foot models.
Until more advanced foot animation can be worked on, could a basic slider that rotates all the toe bone by about -60 degrees to 60 degrees on their local X axis be added?
I do get the frustration. I mean, it's my own suggestion and I actually expected this to be (similar to hand and finger utility) would be a launch feature for the interaction mode.
I try to bump it internally but I can't promise anything. As of now, there has been no plans to implement toe movement. I do hope we can get to this in the not so far future though.
We have been occupied with migrating the project to another unity render pipeline which was canceled (due to Unity decissions) while we had like 80% of the migration done already.
Afterwards we have been focusing on generic orifices and now we are working on a full blowjob engine so this still has to wait till the major features are online.