Now we can use these to rotate the character at the spine. Moving further up the spine, we have actually spine controls here. Now if you have inverse kinematic set up, the feet will stick. And you can use that to rotate or you can use it to translate the hips. Now if we move up the body here to the hips, we have a master hip manipulator here. So again, these are just ways to control the feet. And then one right here, which allows you to rock that foot back and forth. And in the back, we have another control here, which allows you to lift the heel. We've got the master manipulator here for the foot. Now, the feet themselves have some interesting controls here. We also have similar controls for the elbows on the character, as well. So if I basically move the character down, you can control the direction of the knee. If you select this and move it into IK mode, you'll notice that we get some additional foot controls. And this allows you to rotate the joints. When the controls are like this, it's forward kinematics and this is true for all the different joints of the character. So if I select this control here, this FKIK control and drop it down. Now, we have inverse and forward kinematics for the feet. By default, the foot is in inverse kinematics. If you zoom in here, you'll see we have a control here for the foot and this basically is your foot position. So we can actually move the character around. If we select this big control here, that's basically just the master mover control. So let's go ahead and run through some of the basics of the rig. And these are very capable rigs that you can use for lots of different types of animation. So these might not be a typical Cinema 4D rig, but they match the course. So, these rigs are basically engineered to be as close to the other rigs that we're using as possible. Or if you want, you can follow along with what we're doing. Now, these are just rigs that you can use to create your own animations. If you're a Cinema 4D user, we're supplying two rigs for this course.