Adaptive foot roll using utility nodes
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Make the following connections from foot_ctr to ballRoll_rmv and toeRoll_rmv.
leg_ctr.roll to ballRoll_rmv.inputValue.
leg_ctr.roll_trigger to ballRoll_rmv.value[2].value_Position
leg_ctr.roll_multiplier to ballRoll_rmv.outputMax.
leg_ctr.roll to toeRoll_rmv.inputValue.
leg_ctr.roll_trigger to toeRoll_rmv.value[2].value_Position
leg_ctr.roll_multiplier to toeRoll_rmv.outputMax.
ballRoll_rmv.outValue to ball_grp.rotateX
toeRoll_rmv.outValue to toe_grp.rotateX

Set leg_ctr.roll_multiplier to 45 and leg_ctr.roll_trigger to .5
By varying the roll_trigger attribute, the animator can decide where the toe pivot rotation gets triggered.
You can download the example file here
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