Share your knowledge, ask questions, and explore popular Maya animation topics. Is there any way that I can now rotate the bones in the toe whilst still having the IK handle there? Or is there another way around this? I need to setup an attribute for the オンラインスロットマシンのためのトリック toe curl Thanks Josh Okay, マルチプレイヤーオンラインゲーム what I have done is create a single chain solver for each joint in the toe. So one from the ankle to the second joint, then one from that joint to the end of the toe, and then one from there to the end of claw. Then grouped each IK handle twice, one for rotation, and then one group to zero out the transforms to parent to the handle group hierarchy above continue reading />The only problem is I have weird orientations in the IK handles now. When I rotate from the group It グーグルtrexゲームオンライン fine but the orientation of the actual handle is misaligned. Will this cause any issues? Thanks do a google search for "reverse foot maya" and you should find a lot of tutorials. IE: the heel is off the ground and sticking out back. And the tutorial helped a lot thanks! So do I グーグルtrexゲームオンライン to create a separate IK handle for each of the toe joints in order here control them? Could I do this with that method? Sorry I'm グーグルtrexゲームオンライン new to rigging. Are there グーグルtrexゲームオンライン tutorials that you'd suggest for this? Or what can Click to see more google to find something on it? I basically cut off the foot, and had the leg and the foot as two separate joint chains. Then I parent constrained the rotation of the Foot root joint to the Foot control, and then parent constrained the root foot joints translation to the end of the IK leg joint so that the foot joints follow the IK leg joints, and then finally parented the translation of the foot control to the IK handle on the leg. This allowed me to have IK グーグルtrexゲームオンライン the leg, and then control the toes through FK.