Here are two common foot control set ups compared and contrasted. We will start with the group based foot set up, then examine the reverse foot control.
With an easy set up, the group based foot control helps keep the skeleton clean by not using unnecessary joints. By grouping the IK handles under null group nodes, the group nodes pivots can then be placed anywhere and influence the joints rotations.
This setup is easily completed using the Hypergraph to select and group the proper nodes.
Here is the proper layout in the hypergraph, post-completion of the group based foot control. It’s important to pay attention to the grouping or the bones rotations will be screwed up. Name everything properly and pay mind the rotation axis that you are keying in the set driven key editor. I am personally a big fan of the ability to use the “Toe Twist” attribute, which really makes the foot appear planted while the heel is able to rotate in the Y axis.

*Note the error in The Art of Rigging (TAR) on page 25, where they say to key the RotateX under the heelPivotGrp and toePivotGrp, in the table on the right column — to accomplish the proper control you must key the RotateY!!! Check it out below.
An inverse foot control locks the joints of the foot (ankle, ball, toe) to a reverse lock joint chain outside the main skeletons joint chain. This allows you to animate the foot separately from rest of the leg, while the foot as a whole can be translated via the ankle’s IKRP handle. Rather than using groups to influence the rotation of the foots joints, the reverse lock chain is parented to its respective foot joint’s IK handles, influencing their rotation.
The foot roll attribute turns out nice at the end of the reverse foot setup. There are many more steps to achieve the result though there is one linear effect to animate the foots rotation and weight placement when completed. This is easier to animate, but harder to tweak if needed. The group based control has an easier and cleaner set up, though would likely take more keys once animation began.
The reverse foot also uses a knee Pole Vector to control the position of the knee while the foot is translated and rotated in the scene. This same knee positioning can mostly be controlled by the “Twist Heel” and “Twist Toe” attributes of the group based foot control.
So both have their benefits and disadvantages. Personally I would opt for cleanliness in my scene, over the ease of a Foot Roll attribute and excess of joints. Go try them yourself! Cheers!



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