Welcome to my tutorial! Lets start off by identifying the bones you'll need. If you've read the Chest tutorial, this is pretty much the same idea.

  • Calf Bone
  • Pant Bone
  • Foot Target

  • Pant Primary Target
  • Pant Secondary Target

    This is assuming you've got an average leg setup (Calf bone IK constrained to the foot target, etc)

    The Pant Bone is a child of the Calf Bone.
    The Pant Target Bones are children of nothing and should be free-floating.



    Compensate-Constrain "Translate To" each Pant Target bone to the Calf Bone.

    The Primary bone should have a lag setting of 4.
    The Secondary bone should have a lag setting of 12.



    Use two "Aim At" constraints on the pant bone, one pointing to its primary and secondary pant targets.

    The Aim At constraint pointing at Primary bone should have an Enforcement Value of 70%
    The Aim At constraint pointing at Secondary bone should have an Enforcement Value of 30%

    The reason for 2 target bones is that if you only use one bone, the "bounce" looks a bit plain, but with the second bone when the pant bone bounces it will have a secondary, smaller bounce behind it which looks more natural.



    Now for the last part apply a Spherical Limits constraint to the pant bone. This way if you move the leg WAY too quickly the cloth wont rotate too far.

    Spherical Limits Minimum XYZ Values: -45
    Spherical Limits Maximum XYZ Values: 45

    Be sure to smartskin your clothing to around 60 degrees in each direction so you can be sure that the leg mesh doesnt peek through.


    That's the end of this part of the tutorial!

    Click here to see a 450k quicktime of this rig in action.

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