Now what we have is a working boot. One again, remember that the boot is not the skeletal structure that is used to deform the characters surface. It is only a way of controlling the skeleton that will be used to deform the character. The boot is the key to both setup Type 1 and Type 2. It allows simplified control of the foot, and its visualy appealing as a guide.
Nothing is worse than a cluttered setup with controlls everywhere.
The boot can also be used to drive an expression is desired. Also the boot rotates about the tip of the toe like in real life. If you'd like to have the foot rotate about the ball of the foot, just simply create a foot position controller dummy under the ball of the foot. Now that we have a working boot, and you understand the controls. Lets take a look at a Type 1 setup.