- Видео 68
- Просмотров 125 033
Jonathan C
Франция
Добавлен 8 ноя 2011
Game animator at Guerrilla Games
www.jonathan-colin.com
www.jonathan-colin.com
Styx: Master of Shadows animation reel
Oldy but goody!
Just realized I had never uploaded this reel to RUclips :D
On Summer 2013, I have worked on Styx: Master Shadows, from Cyanide Studio.
It is a stealth game set in a Dark fantasy universe.
The game was released on PC, XBoxOne and Ps4, in October 2014.
During 4 months, I was responsible for many keyframe gameplay animations, for both the main character and NPCs.
I have also rigged and animated props, and cleaned motion capture data.
Just realized I had never uploaded this reel to RUclips :D
On Summer 2013, I have worked on Styx: Master Shadows, from Cyanide Studio.
It is a stealth game set in a Dark fantasy universe.
The game was released on PC, XBoxOne and Ps4, in October 2014.
During 4 months, I was responsible for many keyframe gameplay animations, for both the main character and NPCs.
I have also rigged and animated props, and cleaned motion capture data.
Просмотров: 674
Видео
MotionBuilder ProTips - Rigging - Squash & Stretch
Просмотров 86611 месяцев назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video explains how to implement Squash & Stretch over a regular HIK Rig, to give characters a cartoony look. We also go over Skeletal Meshes pre-requi...
MotionBuilder ProTips - Rigging - Extensions Mirroring
Просмотров 738Год назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. On the previous video about custom IK / FK Limbs, @Niphern asked a very interesting question about mirroring the limbs. This gave me an opportunity to dive...
MotionBuilder ProTips - Rigging - Custom IK FK Limb
Просмотров 1,1 тыс.Год назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video shows a concrete example of how to use the Relation Constraint, to Make sure to check out the rest of the ProTips series: ruclips.net/p/PLS-6Oz2...
MotionBuilder ProTips - Relation Constraint - Set Driven Keys
Просмотров 951Год назад
(the previous upload lacked sound !!!) Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video shows a concrete example of how to use the Relation Constraint and the FCurve % node in order to recreate...
MotionBuilder ProTips - Relation Constraint - Unusual Nodes
Просмотров 1,4 тыс.Год назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. In this video, I'll introduce you to various nodes from the Relation Constraint that you may have not used yet. We'll use these nodes in concrete examples,...
MotionBuilder ProTips - Relation Constraint - Tail Spring
Просмотров 1,2 тыс.Год назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video shows a concrete example of how to use the Relation Constraint, to create automatic overlapping / spring effects on the tail of a creature. Make...
MotionBuilder ProTips - Relation Constraint - Space Switching
Просмотров 1,7 тыс.Год назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video shows a concrete example of how to use the Relation Constraint, to create a Space Switching system for the Hand Auxiliary IK Effector. You can r...
AnniversaReel
Просмотров 2,3 тыс.2 года назад
Hi all, I've been animating in the game industry for about a decade, and I wanted to celebrate with a new reel, showing various characters and projects I had the chance to work on over the years, varying from student prototypes to professional AAA titles. Please note some footage shows content that did not ship in certain games. This video is for educational purposes only. Does not reflect the ...
Horizon Zero Dawn - Technical Reel
Просмотров 2,1 тыс.2 года назад
With the recent release of Horizon Forbidden West, I realized I had never uploaded my Zero Dawn technical reel to RUclips. This video shows some of the systems I created in our animation diagram to adjust animation at run-time, for the Ps4 game Horizon Zero Dawn. The systems are usually based on variables provided by our awesome Gameplay programmers (camera angle or turn speed for instance). My...
Horizon Zero Dawn - Animation Reel
Просмотров 2,8 тыс.2 года назад
With the recent release of Horizon Forbidden West, I realized I had never uploaded my Zero Dawn gameplay reel to RUclips. These animations are mostly based on mocap, with a generous amount of key-editing. I was also responsible for implementing most of these assets in the animation diagram. Horizon Zero Dawn is a 3rd person Action-RPG. The main protagonist is Aloy, an agile huntress whose tribe...
MotionBuilder ProTips - Basics - Picker Customization
Просмотров 2,1 тыс.3 года назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video shows how to load my custom Picker (link below) and how to customize it even further. Make sure to check out the rest of the ProTips series: ruc...
MotionBuilder ProTips - Rigging - Tail
Просмотров 2,9 тыс.3 года назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video is a follow up on the Quadruped rig video. This time we focus on a custom tail rig with IK / FK modes. This method is greatly inspired by Richar...
MotionBuilder ProTips - Rigging - Quadrupeds
Просмотров 3,4 тыс.3 года назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video shows how to rig a quadruped in MoBu, what the skeletal hierarchy should be like, how to "TPose" the creature and characterize is. I will also s...
MotionBuilder ProTips - Animation - Finger Animation Tips
Просмотров 3,5 тыс.3 года назад
Hi, My name is Jonathan Colin and I'm a professional animator working in the gaming industry. I've been using MotionBuilder for years and I wanted to share my tips through a complete series, covering 3 topics: - Basics - Animation - Rigging. This video covers finger animation, including manipulating the rig (FK & IK controls), quickly blocking out using poses, generating overlap motion automati...
Godfall Fire & Darkness Animation Reel Jonathan Colin
Просмотров 1,1 тыс.3 года назад
Godfall Fire & Darkness Animation Reel Jonathan Colin
MotionBuilder ProTips - Animation - Keyframing Example
Просмотров 1,9 тыс.3 года назад
MotionBuilder ProTips - Animation - Keyframing Example
MotionBuilder ProTips - Rigging - Characterization
Просмотров 3,4 тыс.3 года назад
MotionBuilder ProTips - Rigging - Characterization
MotionBuilder ProTips - Rigging - Root Control & Extensions
Просмотров 4,2 тыс.3 года назад
MotionBuilder ProTips - Rigging - Root Control & Extensions
MotionBuilder ProTips - Rigging - Twist Bones
Просмотров 3,3 тыс.3 года назад
MotionBuilder ProTips - Rigging - Twist Bones
MotionBuilder ProTips - Rigging - Prop Setup
Просмотров 3,1 тыс.3 года назад
MotionBuilder ProTips - Rigging - Prop Setup
MotionBuilder ProTips - Rigging - Mesh Update
Просмотров 1 тыс.3 года назад
MotionBuilder ProTips - Rigging - Mesh Update
MotionBuilder ProTips - Animation - Rename First Take Script
Просмотров 8214 года назад
MotionBuilder ProTips - Animation - Rename First Take Script
MotionBuilder ProTips - Animation - Motion Intensity
Просмотров 1,5 тыс.4 года назад
MotionBuilder ProTips - Animation - Motion Intensity
MotionBuilder ProTips - Animation - Pose Library
Просмотров 2,5 тыс.4 года назад
MotionBuilder ProTips - Animation - Pose Library
MotionBuilder ProTips - Animation - Retargeting
Просмотров 1,9 тыс.4 года назад
MotionBuilder ProTips - Animation - Retargeting
MotionBuilder ProTips - Animation - Animating Props
Просмотров 2,1 тыс.4 года назад
MotionBuilder ProTips - Animation - Animating Props
MotionBuilder ProTips - Animation - Locomotion Set
Просмотров 3 тыс.4 года назад
MotionBuilder ProTips - Animation - Locomotion Set
MotionBuilder ProTips - Animation - Fix Broken Limbs
Просмотров 1,5 тыс.4 года назад
MotionBuilder ProTips - Animation - Fix Broken Limbs
MotionBuilder ProTips - Animation - Mocap Editing Example
Просмотров 2,9 тыс.4 года назад
MotionBuilder ProTips - Animation - Mocap Editing Example
I found this tutorial looking to learn how to make quadruped rig... I had no idea MoBu has so many functions ;o wow!
IS THIS LIKE MORPH WITH SAME NUMBER OF VERTICES.???
don't remember for sure tbh, it was more than a decade ago xD I think I just resculpted the same decimated mesh though, yes. Same number of vertices probably, but High density. So no real magic per se
@@JoCoAnim 👏👏👏👍😋 YEP.!!!
Sir,could u please tell me that is there any way to create a special Actor(example: the Actor no leg or ...)Rig?
@@chrisfu-y4c hi, you can always just add extra bones to your skeletal hierarchy before characterizing. Human IK needs a minimal structure of pelvis, 1 spine bone, a head, clavicles, upperarms, lowerarms and hands on each side. And thighs, calves and feet for left and right as well. But those bones don't need to be skinned to anything nor do you need to animate them or export them to your game engine. It's just so HumanIk 'thinks' it's a human. To facilitate animation down the line, you will want to turn off IK blend on these "fake" legs, unpin the controllers (trans/rot) and hide them. Cheers!
I hope a third part will be released
Incredible!!! <3
Your videos are great! Just what I was looking for :D
Awesome! The MB tutorial that u shared has been very helpful to me. Thank u so much for ur valuable experience! Hope u could keep update, you're like my "second teacher" since I started working ;) ahhh
Hi Jonathan, thank you so much for all the tutorials, I've been watching them these past few weeks. There's so many things I still don't know. I am currently stuck and wondering if you can provide suggestions. I have mocap data with a prop (guitar) that has 1 marker attached to the middle of the guitar (so near the belly). The client wants me to mirror the animation (the model, and the prop) because the actor was left-handed, and now I'm stumped because the prop refused to flip. I tried to make the prop marker as the character extension but I don't know where should I parent it to? When I parented it to the hip/each hands, the animation became erratic when I played it. I'd love to have your advice if you don't mind-- thank you!
@@thalitak5243 hi, if you're able to send me the scene, I could take a look. Otherwise have you watched one of my latest video about mirroring props?
@@thalitak5243 ruclips.net/video/JcZP7AaG1YM/видео.htmlsi=NXdf_rlmgjBNoMdr
@@JoCoAnim omg I didn't see you actually replied! I actually also watched your extension mirroring video, but I wasn't able to get it right (I also saw your comment on the video for another tutorial about mirroring a custom object- and I failed that one too). That was my first time working on a character extension fyi so most likely I missed some steps there. Anyway, I managed to mirror it by doing it in C4D since I'm more familiar with that software. Thank you so much for ur reply and pls keep making videos like this- ur videos are my best guide!
Thanks!
This tutorial is on time. Thank you. The only question I have is why I have the default IK sliders under Character Control instead of a weight slider, like you do. If I create a key on that override layer I cannot really tone down the animation. Without that weight slider, I'm stock. What am i doing wrong? :)
@@remithivierge8528 hi Remi, could you post a screenshot please?
@@JoCoAnim When you asked me for a screenshot, I opened Mobu to take it. Then I saw the weight slider. It just wasn’t where I was looking at first. :) thank you for this turorial.
I took a day before going back to it-sometimes, after a break, you see things clearer. 😄
太酷了吧!!👍
Hey Jonathan, im a professional animator and 3D generalist in the industry. I've recently been tasked with learning motion builder for cleaning up mocap data that I generate using my VR HTC vive pucks. I have the data attached to the actor but I do not have a way of attaching a specific marker to the shoulders. I'm trying to find the best workflow method. Is there a way to have the position of the upper arm and lower arm contribute to the shoulder manipulation? everytime I attach the markers to the shoulder on the actor, the shoulders collapse on the rig I transfer the data to. All I have to do is get the data on a HumanIK rig, and then the rest of my pipeline conversion can handel it from there.
First of all thank You for all these amazing tutorials, it helped me a lot in my mobu journey. I have a question regarding setting up baking of the rotation of root controller. My goal is to get the global Y rotation between head and pelvis controllers to drive the rotation of the root controller but i failed to do that task in relation constraints. First problem is they have different rotation order, second is that dreadful +/- 180 degree mark which screwes up everything. Did You happen to know any possible solution to that? In short: pelvis can be rotated 0 degrees, head can be rotated 90 degrees and i want the root controller to calculate y axis to 45 degrees based on those inputs.
would you be able to send me your scene?
@@JoCoAnim hmm, dunno if my link got to You, is there somehow You can mailme so i can send it to You? wojtekjakubo at gmail
As a beginner of motionbuilder, your videos are very helpful for me!Thank you,Jonathan!🌹
Noice
Hello, I am studying the characterization of four-legged animals. Can you share your finished four-legged animal files?
there you go drive.google.com/drive/folders/1_5fh5VRTyLvPRXgKbHWwkGje2jhcvWTW?usp=sharing Please only use for personal study. Do not publish work using this model for it is copyrighted. Btw this is 6 years old. I wouldn't to the TPose like that if I had to do it again. Weirdly this was modeled with the paws hanging down instead of resting as in on a flat surface, supporting the creature's wait. So assuming that was the case, I would orthographically oriented the legs and arms so they're strictly under the body, nicely perpendicular to the ground (like you'd do with a biped's legs). Kind like how quadruped dinosaurs have their legs under their body, unlike regular reptiles (lizards, crocodiles...) who have their legs bent outward (to be clear, even if I had to characterized such animal, I'd straighten their legs down to have a consistent way of posing all quads). Finally the most important is to go in the Character's properties once you defined your skeleton and spawned the control rig, and play around with the Foot Contacts option in case you have a hoofed or digitigrade limbs + possibly checked the inverted joint option
Hey Jonathan, I was wondering if you know any good tutorial or have any tips on rigged clothing mechanics especially in motion builder i.e. auto skirt collision or dynamic secondary motion. I love animation but the one thing they dont teach you or just brush by really fast is clothing mechaincs and all the devil little details that involves like capes and scarfs. Plus it doesnt help when all the free rigs they give you is just basic body skeletons and when you finally get your hands on a complicated rig with corrective blendshapes its almost like shell shock and you keep wondering to yourself "what or how the hell am I supposed to work with all this?"
hi, do you need this only in MoBu, or would solving and simulation the cloth in a game engine such as Unreal be useful to you? (cause personally, that's where I do all that stuff nowadays) In any case, you can start with my Set Driven Keys tutorial: ruclips.net/video/XDoyznsbYZ8/видео.html&ab_channel=JonathanC This guy made a Pose Reader tool that also seems pretty nice (didn't try myself though): ruclips.net/video/jBTevaiTq9E/видео.html&ab_channel=animbai
@@JoCoAnim No Unreal would be very useful yes! I ts just so hard to choose between game engine or dcc. I was also thinking about Houdini and their tools, especally APEX and what they're coming out with in the next version.
@@808draft i'd say cloth simulating in dcc is obsolete, if you're doing game animation at least. Cause at runtime the animations are blended and layered all over the place so you'd want everything to react dynamically. You could look into the Pose Driver node and the associated plugin Pose Connect for Maya. And physics asset combined with the Rigid Body node in UE.
One of the best videos I've seen about how to get up and running in mobu, thank you.
can i import quadruped animation from other software and clean or edit it in mobu?
If the anatomy follow what I show in my Quadruped rigging video then yes of course.
I am not able to understand when did you link fingers with the Null (acceleration) or how is it animating?
I bake the null's anim and copy one of the curves, for example Y translation, as a layer's weight curve. On that layer I applied a finger pose beforehand, so that the base layer has the fingers opened vs. the additive layer, closed fingers, for example.
@@JoCoAnim this is such a cool technique, did you come up with this?
@@prashantshukla6814 haha thanks Not sure tbh Over ten years of experience, I don't always recall if someone taught me something if it came to me during my sleep hahaha
Though I think for that one, I did.. but I was probably inspired by some similar technique somewhere..
@@JoCoAnim you are a legend. Thanks for making videos bro, will check them out.
Dude you worked on Styx?! Loved that game and gorgeously animated.
Yeah that was an internship a year before joining Guerrilla. Thanks a lot mate! Hope you're doing well
Bravo! So nice keyframe anims! respectful! (lol, I also worked for C. on other projects (CL, CL2, PRM2, PCM2 al Loki =) =) in 2003-06), colleague. So, just Cheers!
These are so nice :)
I gave the Rig a go (Character_Extension_Mirroring.fbx). It did work with Mirroring, Pose, Story etc.! Nice But I noticed one tiny error: It have "pull". If you save the Pose on Frame 0 for example and paste it at the same frame. The rig moves a tiny, tiny bit. Which it shouldn't - as the pose should be exactly the same. The Head Effector moves from Y Translation 171.91 -> 171.92.
in that case when applying the pose (in fullbody or body part), you might have to then switch to Selection mode, select the FK controls, and Key (in T/R) to save the FK translation
Nice good job :)
Would you have an example file for this or perhaps a screenshot of the relation constraint? I don't quite follow the process described of placing a locator in all 4 directions. Currently I use displacement for the joystick to control an object globally (which serves my purposes OK) but have had a hard time figuring out how to translate locally if I wanted first person controls. I can parent the object, rotate the parent and then translate the child but then of course the pivot gets wider the further away you translate. My purposes are much simpler and I'm just trying to do yaw rotation, no pitch or roll.
hi, sorry but I did this 6 years ago, I don't fully remember ^^' I uploaded the scene there: drive.google.com/file/d/1lFRZxFQrrOSPyH1e_X7qHfS_7tSKvWI6/view?usp=drive_link Let me know if that's enough to get unblocked
@@JoCoAnim Thank you so much, that's very generous of you! I'll let you know how it goes.
@@JoCoAnim Thanks again so much for this! I was able to get the constraint to work in the way I wanted to yesterday but didn't feel like I had a great grasp of how it was working. This morning I went through node by node and wrote out the causal chain in my own words and that helped immensely in understanding. The inheritance relationships in the controller hierarchy is very clever. I think of it as nephews giving their uncles what their cousin lacks which allows the cousin to inherit that property.
Thank your for all the knowledge sensei
thank you for your sharing sir!!
One thing if you really didn't want to have to rig SS to the AUX you could turn off the rig double solve and sync setting on the control rig and in selected effector mode you can drag the IK controls past the end of the rig. Nice tutorial on this always.
How the hell could I know there is a script like that?
Because my needs are so unique that I couldn't find any relevant information on Google until I saw your video. Thank you so much!
hahahaha I feel you! (I haven't actually checked everything in the script folder... I'm sure there are more hidden gems)
Wah, cette progression ! Vivement de voir la prochaine, ça en envoie plein les mirettes >:^D
Merci Cécile
hi Jonathan, you videos are very helpful! i'm kind of new to the motionbuilder, and would like to find a community to learn and play with. but i cannot find one by searching on discord directly, do you have one or do you know how can i find one? thanks!
hi Sawag apologies but I'm not a big Discord guy (to time consuming haha) I'm in a couple French speaking servers but I don't suppose that's what you're after, are you? ^^
Thanks so much for the video. Is it possible to use a constraint to align a prop to two hands while retaining the rotation data of the prop? For example, a golf club aligns to both hands while at the same time it rotates in the players hands slightly and will spin at the end of the swing... Both an Aim Constraint and Three Point Constraint seem to keep the prop aligned with both the hands but then the prop loses its rotation so it will not spin in the players hands... Not sure if that makes sense. Either way, thanks again for the video!
Hey! Generally you want to use constraints on a parent object that the animator won't lanipulate directly (I use Nulls, aka locators, for those). Then parent an actual controller (I tend to use markers for those for yiu can change their look) to that Null. That way the null is driven in the space that you want while you can still animate extra motion on top of that with rhe controller (you'd constrain your bone to the controller and consrrain your model to the bone ; you wanna make sure the model always represents where the bone is). That is a standard approach. Now you can play around with how the Null is constrained. You could use a Parent constraint with 2 source parents (the hands) but then deactivate the Affect Rotation XYZ options in the Properties of the constraint. Good luck!
Awsome tutorial!
The hik has the best space switching I've seen. Is there a way to set this up in Maya?
I've frankly no idea... Every professional maya rigger I've shown MoBu, going like "can we have this in Maya?" they were like "no it's mathematically impossible" lol sorry for ranting, but they were always stopping the discussion on the fact maya has this cycle check that prevents it from having object A constrained to B and B constrained to A. In MoBu you very well can (you'd just turn off the Weight of one of the constraint and only have one of them with a Weight != 0). Maya's constraint are weird anyway, I gave up on that overrated program long ago x)
Ooh actually I remember a friend of mine making an awesome internal tool that would behave kinda like MoBu's Rotate around feature.. or line Multi-Ref. His script made the driving controller dynamically switch who drives and who's driven based on the current selection. The result was very close to MoBu's HIK seamless switching.. His script was made of thousands of lines of code so... good luck D:
What about adding controls to the UI of Hik? I've updated the xml code for the UI to move the controls around but I wasn't able to add costume controls to the biped UI control interface. It that possible?
Saddly, not that I'm aware of
I gave this a bit more thoughts.. who knows maybe it's possible to use rhe extension's name as the "BodyPart" when defining an object in the xml, then use the ID to specify which object inside the extension. Haven't tried cause I doubt it'd work anyway... I thinl the easiest workaround is, instead of creating a marker from scratch via the Asset Browser, create it as an Auxiliary Effector from an existing IK control. That way it'll appear in the picker (maybe first create the AuxEff you intend to use as actual AuxEff, like to animate the hands and hips in specific spaces... and then create an extra AuxEff on the right hand to animate a prop that would be parented to the right hand by default. You can reparent and constrainthat object however you want. You would just never use the IK Blend T/R option on it cause it would tend to drive the right hand which ain't the point here. Same thing if you need to animate a prop around the hips, head or chest, etc.)
Hello! Great video, as always! <3 Regarding the bug with the mirror (if you parent the markers to the control rig "spine3") - try after re-parenting press the "update pose" button in the properties. This worked for me.
Do you mean Update Stance Pose? Do you mean it works with Pose Controls or the actual Mirror option in the Character properties?
@@JoCoAnim Yes, exactly! It works with the actual mirror option in character properties. I haven't tried it with the pose editor yet... I'll write back as soon as I check.
I really don't manage -__0 I'm jealous! @Ortastal I have the Nulls parented to the HIK FK Spine, the controls parented to those Nulls, Update Stance Pose on each Character Extension, still messes up the HIK when mirroring
@@JoCoAnim I was not happy for long. I decided to try it on a different model (Personal model), but got the same bug. Moreover, I checked this in all versions from 2017 to 2024. It's the same everywhere. Weird thing...
@@Ortastal hahaha I was right to not believe it in the first place. Well, avoiding direct parenting works as a workaround at least...
If you want to mirror completely custom objects that are not part of a Character Extension, you can watch Rigging Dojo's tutorial there: ruclips.net/video/HlLtCgLeLpI/видео.html&ab_channel=RiggingDojo
Ah thank you for the link!!!
Very useful tutorial thank you for your awesome tips , If you allowed me i had a question, is motion builder character provided squash and stretch bones ? Thank you 😊
Thanks for your kind words. There's ways to manipulate the translation and scale of bones to create S&S, definitely. As I told someone else in the comment section, I plan on making a tut' on that soon ;)
@@JoCoAnim awesome thank you so much for the reply I cant wait for your upcoming tutorial 🥳
Awesome tutorial Jonathan! I'm wondering if you can do a tutorial about how to make stretchy arms in HIK? For example if a character is using a two hands weapon, sometimes its easier for us to just make the arm a bit longer to avoid ik lock. Or you have other ways to work around that? Again Thank you for the tutorial!
It's next on my todo list actually :) I'm hoping to do it during this Xmas break!
Do you know about IK Pulling though? Super powerful to clean up IK lock at the end... ruclips.net/video/wNwHOGD9B4k/видео.htmlsi=DEMQ6db6sZQd2Vxw&t=1766
Actually yes, I tried ik pulling but if I pull in one direction the other hand will be broken. Maybe I'm thinking like a typical maya rig user, for regular maya rig, we just make the arm maybe 10 percent longer for that few frames, than make them regular length again.@@JoCoAnim
Thanks man! Really appreciates what you did for the animator community, its so hard to find some mobu tutorials on certain topic! @@JoCoAnim
@@juicebox4798 I get your point ut sometimes that's not an acceptable solution based on the art style or game engine limitations.. you should be able to apply a little bit of IK pulling on both arms and tune the FK lowerarms Z rotation to massage overextensions. On locomotion I use that on legs a ton too.
This is so awesome. Rigging in mobu is like a mystery to most. Does with work with Mirror bake and plot. Pose tool, Story mode etc?
Great question! Pose tool, Story, Bake & Plot sure, since the controllers are adddd as character extensions. For Mirroring, I'd have to check. Probably not the Mirror option in the Character's Properties.. but Char Extensions have a mirror partner option. Never got it working, but never tried real hard either, lol EDIT: I started investigating. Mirroring extensions should be doable. I guess I found the subject for my next tutorial :D
There you go sir! ruclips.net/video/JcZP7AaG1YM/видео.html&ab_channel=JonathanC
Just in time for Christmas! I mention a couple debates... Translation based Pole Vector (vs. Twist Rotation based) and IK / FK blending vs. toggle (switch). What is your personal preference? Let me know, I'm curious!
IK/FK blending in HIK is obviously better, but it takes sometime for maya animator to get used to(I just start to use mobu recently lol). Most of the maya rigs use toggle, its more straight forward.
New to mobu. How do you create a sender or receiver?
hi, I recommend watching the ProTips series from the start, as we cover basics in earlier videos, such as keyboard shortcuts (using the Maya scheme): ruclips.net/p/PLS-6Oz2H9ieNA5_OQzA3zQsOxt9bWX2wi If you use it, select the object you wanna drop in the constraint, hold X, click in the viewport (anywhere) and hold that LMB, drag in the Relation constraint. (actually that drag n drop is heavily used in MoBu, for example to align or parent object A to object B)
Hello, thanks a lot for this descriptive video. Now I can build any concept ideas for my characters. it's so great ! love it. To push the setup a bit further, is there a possibility to change the color of FK limb in the picker ? I know it's possible to do it with IK by adding new colorful png but nothing found related to FK. Like picker in maya for instance, when Thumb have a color, Index has another... As well, how do you know exactly what is the ID number for each part added ? I didn't find any default list on the net. Basically, I would like to add prop ctrl in the picker. thank you :)
Thanks for the kind words. Tbh, I don't know how to change the FK control colors in the picker. I never managed to setup a prop controller in the picker unfortunately. The index I found with a bit of trial and error, but started off of the Character Definition tab (which appears in your Navigator if you first do Define skeleton in the Character Controls (aka the window that becomes a Picker once you characterized your HIK). At the bottom of that list you have a Props dropdown but never got it to work. If you manage, please let me know, but I just made peace with using 100% custom prop controls and selecting them in the viewport all the time, 😢
@@JoCoAnim For the colour, I opted for a re-design of the png under the limbs, with bunch of colors and aligned the fingers to select them in groups of the same phalanx ^^ But regarding the drop down option for Props, it didn't work for me either 🥲 I'll let you know if I find a solution. ✌keep up the great videos.
You are the best!!!.. Also your google drive link doesnt work
thanks, you're not the first telling me that, I need to update them all I guess. Doing it now on this video ;)
@@JoCoAnim thank you so much. Also, how do you use the floor contact constraints that u have in the template you provide?
ruclips.net/video/HORQ-VjbydU/видео.htmlsi=J3NsVZQSMBNvAn4E&t=2460@@808draft
hi the single object is not working for me can you tell me why using mobu2020
hey there, did you try disabling the little Txyz and Rotation or the Gravity little option in the pose controls?
@@JoCoAnim thanks for the reply. But I found in your another video. I have to make it as Character extension
Thank you for the reel! It's such a helpful reference for trying to improve my own character controllers! I was wondering how you implemented the heavy weapon banking. Are the respective weights for the weapon and head smoothed at different speeds to achieve the nice lead and follow?
it's been 8 years so I don't recall exactly... but yeah in Morpheme there was a node that let you do that. If you're on Unreal, you can do the same with a Layered Blend Per Bone node, fed with 2 blendspaces with those BS having the same poses, only on interpolating way way more than the other. then using the LBPB Mask to determine how each bone picks from the fast or slow BS. Honestly I think on Horizon it was just exaggerating the head rotation to lead + (and that's very important) counter rotation the rest of the body (hips / spine). Think of it like, the body lagging behind, from head top down, rather than the head leading. The latter will cause overshooting, as is the case in Uncharted 4 for example. When you bank smoothly by rotating with the camera joystick, then stopping that lean to maintain your new course, Nathan tilts way more than he should because coming back. Also on Horizon there are different poses for when your rotation speed accelerates (going into a curved trajectory), vs. when just maintaining that curve (runnning in circle). I called it snaking vs. banking. I since then implemented that on pretty much every game I've worked on ^__^
@@JoCoAnim Interesting! So far I more so thought of banking as the head leading, rather than the body lagging behind. I've felt like my attempts to implement banking didn't quite feel right, but I wasn't able to pin down why exactly. I'll try implementing it as you described and see if that helps. Thank you so much for the detailed answer :3
At 4:57, why doesn't the root control move when you try dragging it with the import mode enabled? To add to this, what is the purpose of the root control? What is the difference between it and the root bone itself?
hey Mauricio, starting around 2:00 I show the underlying setup, where there's a "Root Bone constrained to Controller" parent constraint (and the opposite, Bone Constrained to Controller). When animating, the latter is on (Weight at 100) and the former off (you want to animate the controller not the bones directly), whilst when importing FBX data, you want the incoming animation to drive the controls to retrieve the FBX properly. I use a Parent constraint for the root because there's a 90° offset on X. Because the root bone is Z-Up (Unreal friendly convention) whilst the Controller is Y-Up (MoBu friendly) In addition, I have 2 Relation constraints (same thing Bone constrained to Controls, and vice versa - I note them B_2_CTL or CTL_2_B) for all the additional joints in the Skeletal Mesh that I want to animate (those bone being constrained to their controller counterpart when animating, or again, vice versa when importing). Instead of manually toggling those 4 constraints ON/OFF every time, in another Relation constraint called IMPORT_Mode, I toggle all them 4 based on one single boolean: IMPORT_Mode, which is a Property added to the Root controller, and made accessible more easily via the Master_Relation, which is my "animation companion". I always have it opened when working. It's the table of operation :D That should answer your first question. You'll have access to this whole setup if you use the scenes I posted on Google Drive.
About Root control, that's a key principle for gaming animation. You need a root, a top parent bone that acts as a common ancestor to any other bone in your skeleton, to act like the "main pivot" of your Skeletal Mesh, once in engine. (it's never the hips or pelvis directly, though many people still make that mistake...) I'm sure you can find a lot of resources explaining that in detail. For example, Unreal's documentation on RootMotion
@@JoCoAnim Cheers for the in-depth explanations, I have a much better understanding now. The last thing I'm confused about at the moment is that as soon as I characterize my character and use "bake to control rig", the root bone no longer moves the character around in the scene. Why is this the case? I haven't been able to find any information about this.
It's a hierarchy thing.@@mauricio_duran Totally desireable. When in skeletal mode, every bone has the root as a common ancestor. So moving the root moves everything (especially the pelvis and the rest of the body) whether that's by moving the root bone directly (in IMPORT_Mode) or the Root CTL (to which the bone is constrained in "animation mode". When you switch to Control Rig, if you check out the hierarchy (Schematic View with Ctrl+W) you'll see the Root Control is not the parent of all the others Human IK controllers (FK hierarchy in yellow, or IK hierarchy in red & blue, which in fact is a flat hierarchy, all IK controls are siblings, not parent of each other, so they can influence each other through all the beauty of HIK solving...). Usually I parent the Root Control to the Reference node, which is a common parent to all the HIK controls that get generated with the Control Rig. Just so all controllers are under one umbrella, while the Skeleton & Mesh(es) are under another. When animating for games, the last thing you want is the body directly parented to the Root control all the time. That would act like a "Master control" you often have in Maya rigs, and that is cancer. It has be decorrelated (by default) so you can freely animate the body through space (and easily clean stuff like foot sliding) and animate the root in parallel to get a smooth, gameplay friendly root animation. Now my rigs have a setup to switch the hips to "root space" through an Auxiliary effector. In Master_Relation the option is called TEMP_Hips_Root_Bake. It toggles the Hips Aux Effector (IK Blend T/R at 100%) so the AuxEff drives the main IK Hips control (in that case, you wanna manually slide the Hips' IK Blends to 0% so it doesn't conflict). That Hips Aux Eff is parented to the Root CTL. So that basically gives you what you were talking about, but honestly, that's just for cases where you wanna smooth out a bit the hips related to the root so that in gameplay camera space, it doesn't jitter (for example on a mocap based locomotion cycle, your root typically moves at a constant speed, whilst maybe the hips move more hectically on the fwd axis, causing jitter when you view it with the follow camera, here called Cam_GAMEPLAY), but honestly in MoBu, you really don't want a Master controller to move the whole character around to, say, block their movement out through space. How many Maya tutorials have I seen where people show how to work around that whole mess, with weird parent switching and baking... That's where MoBu shines and is so much more efficient. It's just super easy to grab the character by the hips, work in FullBody mode, and hold Q while moving the character to ignore all pinning... Might take a bit of time getting the hang of it, but once you do, you'll be like "how did I suffer animating with traditional Maya rigs until now?" ^____^ (I hope this doesn't sound cocky, I don't know your personal experience, he!)
@@JoCoAnim Ok yeah, now that it's been laid out this way it makes much more sense. My only other experience with a 3D package is Unreal so my knowledge of rigging is quite surface level. You're great at explaining things and I've been able to follow along with your series up to this point but the root motion section in this video threw me a curveball. Would you suggest I continue along or do you recommend I learn foundational rigging principles elsewhere first?
Hey Jon, thanks for these tutorials. Watching them and jotting down notes has become part of my daily routine.
if it doesn't work, it may be because of the file extension. it happened to me that the extension was .FBX instead of .fbx. what you can do is to rename .FBX with .fbx and it will work (if you have more files you can enter cmd in the folder and use the command ' ren *.FBX *.fbx '), or you can also duplicate the script and modify it to recognize the .FBX extension: 1. go to the folder: where you installed motionbuilder\MotionBuilder 2022\bin\config\Scripts\Tasks 2. then duplicate 'RenameFirstTakeOnMultipleFiles.py' (for safety) 3. and in the newly created copy change: a) for lFile in lFileList: if lFile.endswith( '.fbx' ): change it to: for lFile in lFileList: if lFile.lower().endswith(( '.fbx', '.FBX' )): b) lName = lFile.replace( ".fbx", "" ) change it to: if lFile.endswith( '.FBX' ): lName = lFile.replace( ".FBX", "" ) elif lFile.endswith( '.fbx' ): lName = lFile.replace( ".fbx", "" )