 So you love feet and you want to make sure that your rig brings out the very best, not a problem. In edit mode click the knee joint and press E and middle click straight out. Alt P to clear the parent, drag it out and name it kneeik.l. Click the foot, shift D to duplicate and name it footik.l. And Alt P to remove its parent. If you press N and go to item you can make it a little longer to distinguish it from the foot. Go to pose mode then click the footik, shift click the shin, press CTRL, SHIFT, C, I, under pole target pick armature and in the bone pick kneeik.l. Under chain length if you're using double joints pick 3, otherwise set it to 2. And set pole angle to negative 90. Click the footik, shift click the foot and press CTRL, SHIFT, C, R. Alright not bad. To make it pivot go to edit mode click the base of the toe bone, press E, middle click straight up, name it toe pivot.l and make sure that it's parented to the toe. And then make sure that the footik is parented to the toe pivot. Click the toe bone, clear the parent, you're done. From now on you can move, rotate and even pivot the foot with the toe bone. And if you want to lift the foot while leaving the toes on the ground use the pivoter. You can even pivot on the hill if you go to opposite way. Now if your character actually has toes you're gonna need to put bones in them. Personally I just use one bone for each. On the first toe I add a copy rotation, target set to armature and bone to the main toe. Set both of these to local with parent, invert the X, invert the Z. And every toe after that just has a normal copy rotation on the first toe. But in order to simulate how the smaller toes have been less than the bigger ones. I set the influence of the middle toe to 0.8, the fourth toe to 0.6, and the last toe to 0.35. Very minimal but the end results are pretty solid. Hope that helps. If you enjoyed this video please don't forget to like, subscribe and ring that bell. Hope you have a fantastic day and I'll see you around.