I've been working on walk cycles lately, mostly with Wayne Dixon's Vonn Bot rigs. But for variety (Wayne's not always going to be providing rigs) I tried a walk with FlexRig and discovered that—compared to the Vonn Bot—there's a control missing from the end of the toe. That makes it hard to pivot the foot on the toe tip, quite an essential thing for a walk cycle.
Unless I simply haven't figured out how to make this toe pivot control visible.
I'm using FlexRig 1.2.2 which, I think, is the latest version.
Can anyone shed light on this? Or if not, has anyone done a vanilla walk cycle with flexrig and can give me a pointer or two on how to pivot the toe accurately without a toe pivot control?
I don't think there is a specific toe pivot control on the Flex rig. I could be wrong but there are a few ways to remedy this with the assumption that there isn't one.
The first way is to simply eyeball it using a combination of the main foot control and the toe control. This is going to give you the most control over your animation. You won't have to make sure controls are turned off over a frame and you can guarantee the interpolation will be nice.
The other option would be to place an empty or sphere centered at the tip of the toe and the ground. Snap your 3d cursor to the empty or sphere. Change your rotation type to 3D Cursor. Now when you rotate the main foot control it will rotate over the toe instead of at the ankle. Give this a shot. The only problem I foresee from this is the interpolation might look odd and something you'll need to smooth out on your polish pass.
Hope this helps. Keep at it man!