This series of videos is definitely the best blender rigging tutorial I've found on RUclips. You have very clear explanations where you show what you're talking about and you cover all the things someone might be wondering too.
I absolutely love your series on rigging, and it has been an absolute life saver in a lot of cases, but I'm a little disappointed on the IK side for the arms in this video. Perhaps for a walk cycle, FK would be more useful, but an IK rig for expressive arms is better for character acting a lot of the time. I guess asking for more would defeat the point of the series' beginner-friendliness, but I would love to see you, who has explained everything so far in such great ways, do stuff like bendy bones, UI menus, pose libraries, and more. But that's just me. Thank you for these videos! They're the best!
Yeah I agree IK is still useful in a lot of scenarios. It’s pretty common to have an IK switch control that can be keyframed to switch between which I didn’t really cover.
These tutorials are fantastic, I did rigging in the past using maya and honestly all the tutorials I've come across on this topic in blender are either not detailed enough or following them result in something that isn't a great animating experience. I like that you also do something and then explain what that has done when other things have to be altered to keep pre-existing functionality, all round good tutorial
Hey is there any way you could make a third person melee combat system tutorial following your other third person tutorials? That would be really helpful. Keep up the good videos, already subscribed!
man this is great!, i have one question: if i want to attach a gun to my character in unity later on; is it better to rig it in blender without hand IK´s ,and animate the idle/walk with simple handFK´s (and no gun gestures)? to then use the "animation rigging" package inside Unity to rig the hand IK´s there, and layer/override the idle animation there? is that the way it works? sorry if that´s a bit convoluted of a question... im just trying to make sense of the "pipeline", and few people talk about this. Cheers!
I set up the arm just like in the video but the hand is coming off if I move it too far. It looks like it's lock to the arm in the video. Also, if I do the child of, the hand goes all over the place, kind of orbiting IK bone when I move it.
I figured out a really great alternative to the FK setup for the arms. Step 1: You create a shoulder rotation bone as parent for the elbow pole target and the hand controller with the Child Of constraint. It already works but the hand rotates kind of weird. Step 2: You create a driver for the hand rotation that uses two variables. the x rotation of the hand controller and the x rotation of the shoulder rotation controller. then you substract the two vars. Now you have a nice IK Setup with the same rotational functionality as the FK one.
Hi, I appreciate the work you do. But I gotta say, that low-fi music that keeps going in the background is pretty disturbing. I'd suggest you remove background music and just leave it the speech.
This series of videos is definitely the best blender rigging tutorial I've found on RUclips. You have very clear explanations where you show what you're talking about and you cover all the things someone might be wondering too.
I absolutely love your series on rigging, and it has been an absolute life saver in a lot of cases, but I'm a little disappointed on the IK side for the arms in this video.
Perhaps for a walk cycle, FK would be more useful, but an IK rig for expressive arms is better for character acting a lot of the time. I guess asking for more would defeat the point of the series' beginner-friendliness, but I would love to see you, who has explained everything so far in such great ways, do stuff like bendy bones, UI menus, pose libraries, and more.
But that's just me. Thank you for these videos! They're the best!
Yeah I agree IK is still useful in a lot of scenarios. It’s pretty common to have an IK switch control that can be keyframed to switch between which I didn’t really cover.
Amazing tutorial. Probably the best for understanding IK/FK.
Cheers matey!
These tutorials are fantastic, I did rigging in the past using maya and honestly all the tutorials I've come across on this topic in blender are either not detailed enough or following them result in something that isn't a great animating experience. I like that you also do something and then explain what that has done when other things have to be altered to keep pre-existing functionality, all round good tutorial
That's a unique approach to arm kinematic animation. This is real nice, thank you for the tutorial!
Hey is there any way you could make a third person melee combat system tutorial following your other third person tutorials? That would be really helpful.
Keep up the good videos, already subscribed!
Thank you very much.
1:47 ik arm set-up
3:32 make hand child-of wrist ik
4:02 testing
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man this is great!, i have one question:
if i want to attach a gun to my character in unity later on; is it better to rig it in blender without hand IK´s ,and animate the idle/walk with simple handFK´s (and no gun gestures)?
to then use the "animation rigging" package inside Unity to rig the hand IK´s there, and layer/override the idle animation there? is that the way it works?
sorry if that´s a bit convoluted of a question... im just trying to make sense of the "pipeline", and few people talk about this.
Cheers!
Hi, so can you tell how to add a marker instead of the point in the zooming video gun like when your are not aiming = extended aiming= +
i would like put an constrain spline control?the process is the same similar bones?
I set up the arm just like in the video but the hand is coming off if I move it too far. It looks like it's lock to the arm in the video. Also, if I do the child of, the hand goes all over the place, kind of orbiting IK bone when I move it.
thank u so much. i clear my problem. thank u
how about just keeping the ik for some general posing and then you can still use the fk setup if you want to make a walk cycle?
I figured out a really great alternative to the FK setup for the arms.
Step 1: You create a shoulder rotation bone as parent for the elbow pole target and the hand controller with the Child Of constraint. It already works but the hand rotates kind of weird.
Step 2: You create a driver for the hand rotation that uses two variables. the x rotation of the hand controller and the x rotation of the shoulder rotation controller. then you substract the two vars.
Now you have a nice IK Setup with the same rotational functionality as the FK one.
To add more control you can add similar drivers for y and z rotations
genius
Hi, I appreciate the work you do. But I gotta say, that low-fi music that keeps going in the background is pretty disturbing. I'd suggest you remove background music and just leave it the speech.
how is it disturbing
thank you