Love this video? Then check out my latest short film BLACK CURTAIN: The Fear. Out now! BLACK CURTAIN: The Fear ruclips.net/video/Hl8EpIU3iRI/видео.html
Dude, you are like the blender guru of Rigging. Honestly, there is no better rigging tutorials and I have searched far and wide. There is one thing I don't know why you don't do and that is use control on the keyboard to snap heads and tails to each other. Using the cursor to selected then selected to cursor is such a long way of doing things. But otherwise top-notch thank you
@@lomaxdesigns1716 Wow I didn't know about this until just now. When you're dragging the head or tail just hold down control and it will snap to another nearby head or tail. It doesn't connect it or parent it or anything, just snaps to that exact location. Very nice shortcut.
Hello from South Africa! 😁🇿🇦 I must say that I'm so so super grateful for your videos!! They are extremely informative, focusses on organization and your narration is just a joy to listen to! I started studying Game Design this year and I'm very keen on specialising in being a technical artist for games, so these videos are an absolute gift and inspiration to me. Keep up the awesome work!! 😎👍
You are super awesome! I watched a lot of Blender tutorials on rigging...but yours is the only one that works like its supposed to work! Thanks so much for sharing what you know!
My dude, I've just discovered your channel and I'm all in. You're damn good, and your tutorials are spot on for my current level. Too many default cube deleting tutorials for absolute beginners out there. Keep up the excellent work brother!
God bless you bro... I wanted to learn dynamic FACE rigging in blender just like maya artist does for a long time.. I just find the right channel.. I will definitely recommend this channel.🙂
24:22 for anyone trying to shape the hip controls like he did here, press the "O" button on your keyboard, select your desired vertices from the circle, and press G to grab those points. Then roll your mouse wheel up or down to adjust the size of the proportional tool.
Hello, Dikko. From timestamp 13:25 you select "DEF_spine.001" and "DEF_hips.001" to parent them with "CTRL_hips.001". It seems to me that I did the same, but when I rotate "CTRL_hips.001", the whole spine rotates (and not as in your video, where only the bones "DEF_spine.001" and "DEF_hips.001" are rotated). I guess all the bones in the spine are parented since its creation. So, do I need to unparent those two bones before trying this step?
@Gerard Freeman Thanks a lot! I was getting worried that I had done something wrong since I was having the same issues JavierSam had, but after copying the transforms, the rig worked just like it did in the video!
@@Tvarata I would love to try your method but do not understand what you mean concerning "thigh control" when taking the DEF_hips.001, DEF_hips.L.001, and DEF_hips.R.001 and making them children. I think some of your initial explanation to Javier is missing. Do you know of any videos that visually explains what you're saying?
Hello Dikko Thank you so much for this wonderful and very useful information .I was searching how to create controller in blender for a long time. Thanks a lot 👏
Thanks so so so much for this tutorial, it's perfect and explain both how to make it and why make it, that is really important if you want do it again or for something diffrent! Thanks again :D
For everyone, if your character gets twisted strangely after copying the transforms (16:03 ), make sure the roll of "CTRL_FK_tonso" is the same as "DEF_spine" 's in Edit mode. This situation may be caused by you trying to create "CTRL_FK_tonso" (by shift+a) without duplicating bones from "DEF_spine" I guess...? XD I just got a bad result by this little mistake.
Hello, Dikko. It seems as though I and a few others in the comments are having the same issue at the timestamped 13:25 mark as mentioned by JavierSam from a year ago. The problem: When you select "DEF_spine.001" and "DEF_hips.001" to parent them with "CTRL_hips.001", your parent to child relationship is the only one rotating. The rest of the deformation bones stay put along with the “CTRL_COG” and “FK_torso” bones. ( Which is what we’re trying to achieve ). However, when I rotate "CTRL_hips.001" after making it the parent to "DEF_hips.001" ( in my scenario as I only have one there ), all of my deformation bones rotate. I’ve tried various things to fix this issue, but have not had any success. I presume it’s because my "DEF_hips.001" was part of the rest of the deformation bone chain. But I doubt that’s the case since yours was too ( I presume ). I’d appreciate your help. Keep up the great videos.
Instead of having the 2 hip bones and a special hip control why not just have one bone that is pointed down starting from the spine that connects to the pelvis bones?
man, thanks for this series, because I tried an addon called Autorig pro, but I did not understand how it worked, I prefer to learn how to make my own rigs, I feel that I have more control
Hello Dikko~ Why when I R X the DEF_spine.004, it can't also let's DEF_shouder and whole arm synchronous rotation ? ( but DEF_spine.003 can do it ), I don't know where step I did wrong.
hey i saw a few people complaining about this glitch but no one's fix so far has helped me out! The copy transforms breaks my rig and sends my guy in a full spin. my roll is the same on all of my spine bones and controls (all 180). anyone have any tips on how to fix this? EDIT: go manually into bone constraints and apply the specific bones. it was connecting to a mystery object despite clearly being the bones i picked
Thanks for another informative tutorial! I have two questions though... 1. What are the advantages of posing a model via widgets as opposed to just posing the base armature itself? It seems like a lot of work to just have slightly aesthetically different looking controls. 2. Why create a widget to display a "control bone" that controls a "deform bone"? Why not have the widget just control the deform bone itself? In other words, why WGT>CTRL>DEF instead of WGT>DEF? The control bone step seems redundant. (Honestly I've rewatched the answer at 29:17 several time and still don't quite get it...) Just trying to wrap my head around why animators would prefer this setup. Thanks!
1) Its easier to animate when you can select your controls. Selecting joints is a nightmare for animators. 2) To keep things clean. So its easier to auto-weight and weight paint when you know exactly which bones are required to deform. Last thing you want to do is scour through your control bones to see which ones deform and which ones dont.
@@Dikko Thanks for the reply! Things are all starting to make more sense now. Between this, watching a few more of your tutorials, and applying it to my own model it's just starting to click. Definitely something to learn by doing!
Hi dikko I seem to have a problem when im copying the transforms for FK torso 003 and spine 004. When i copy the transforms it makes the torso all weird and twisted. I made sure to apply all transforms first before doing it just in case i did anything by accident. Any help would be appreciated. Thank you
Can you go into more detail about making the COG work with the limbs? I want to easily animate a crouch or squat, but moving the COG just moves the entire model with it. Is it a matter of parenting, or do I need to add constraints?
Interesting hip setup. Seems liberating thought I'm not sure why. I didn't know you could put the child bone tips at the root of its parents. Usually @14:33 I see in rigs that people flip that bone so tip points downward. Is there a reason you didn't do it that way?
I dont like doing that because it makes the orientation of the hip rotation the opposite to the rest of the spine, and it shits me when I try to animate using the graph editor because the curves are the inverse of any spine rotations. So by having the hip joint in the same orientation as the spine, the rotation values will always be consistent with the rest of the posterior chain. Hope that makes sense.
Trying to follow step by step but constraining DEF spine bones to CTRL ones just doesn't work for me... can't find the issue, deleted the whole rig and started over and still the same problem. Do you think its possible to still build same kind of rig but with simply making DEF spines children of CTRL spines? UPD: tweaking and studying helped me figure out what was wrong. For some reason when I applied constrains Blender would target a totally different object in the scene called empty (btw the scene doesn't have any unnamed objects) I assume this happened bc I would choose CTRL bone in one layer, than open another layer and shift+choose another bone to which I wanted to apply the constraint - not all in one layer like Dikko does in his tutorial. I figured out that if you simply apply constraints in Bone Constraints Properties not only it's faster it also reduces chance of possible human error to almost 0 cause you do everything mannualy so to say. P.S. As always Dikko's tutorials are the best I'm so grateful for your hard work of educating people, sir! Keep up the good deeds
hi i was wondering even though i used the bone constraints properties, when i manually tried to select the spine 002, it just won't constraint and stayed empty, how do you solve it back then?
i don't know why but when i tried to copy transform the spine to connect it from ctrl FK to spine 2 it just won't constraint. How should i solve this TvT
Thanks a lot for this instructive video! :) Regarding the use of the 3d cursor to snap bones/heads/tails to other bones/heads/tails, wouldn't activating vertex snapping be easier and quicker?
Hey, so I am following along, and I am just wondering if there is any particular reason not to use the Custom Object transform settings to change it to match what is intended? In the video it shows rotating the widget in object mode to line up the axis with the bone, which is all well and good, but say you want to use the same control widget for multiple bones, and said bones are oriented differently, is it actually worth making custom widgets for each rotation, or is using the custom object settings okay?
Quick question - When rigging the spinal column I placed my DEFormation bones roughly in alignment with the actual spine. Is that bad? Would it be better to place them in the centre of mass of the torso? Additionally, my bones follow the curvature of the spine. Would it be better to have them perfectly straight? Thanks for the tut. You're my go to guy for rigging at the moment.
Centre of mass is typically what is done when rigging. Whether it’s curved or not doesn’t matter all that much but I recommend just testing out the deformation before moving onto making all the controls
For some reason my hips control moves the head, any ideas why? I checked in weight paint to see what bones have control, none besides the head labled one.
Why is it that Blender users never ever uses the Outliner for picking stuff in the scene. I have been rigging in Maya for over 10 years and I cant work without the Outliner. I also work in there all the time in Blender to see the joint hierarchy and picking joints, its not as good as in Maya but at least it beats working only inside the 3D view. In this video he has two joint on top of each other, just pick them from the Outliner. Its also better when teaching people how to rig so that they can see the hierarchies and parenting.
I think its because selecting things in the viewport in Blender isn't as tiresome as it is in maya. If something is in front of something else, you can just click through the objects in order of distance. Conversely, Maya's outliner is much more usable in a way, since its been the same for decades. Blenders current outliner design has only existed for about 2 yrs.
Question: i took all the clothes off my character, rigged the body. my clothes are not fabrics, they're armor plates. how do i combine the armor to the rig now? is it just a matter of parents? or is there something more to it than just that?
Depends on how you want the armor to shift around. You can do it with a number of methods, but either parenting or constraints are whats coming to my mind right now.
@@I-VisiBomb-I He already has here - He is saying add bones to your armour mesh, set their constraints to bones in your original armature ( ie the person wearing the armour) and it should move in tandem.
When I try to add a hip control and parent it to the lower spine, it rotates my whole model rather than just below the hips. How do I fix this? I'd break some parent chains, but it appears they are connected with your rig, so I'm confused. Also, what bone are you using for the base? Is there a separate base bone for the FK rig, or is it just using the deformation rig base bone?
The upper body will follow the hip control until you create a FK spine control then constrain the spine above the hip bone, then it will only be influenced by the FK control and not the hip
I'm still in doubt... For a game engine, I have a full body character with clothes separated (I want this character to change clothes), should I rig only the body (naked character) or with clothes? If it should be only the body, then I import weights of the body to the clothes? If it should be with clothes, then I need to delete part of the body and make just one mesh to rig?
Hi Dikko I'm currently running into a problem where where at 14.07 you rotate only the hips but when I did it, it rotated the whole character. What shall I do?
Love this video? Then check out my latest short film BLACK CURTAIN: The Fear. Out now! BLACK CURTAIN: The Fear
ruclips.net/video/Hl8EpIU3iRI/видео.html
every time i need to recap, i come to your wonderful series, vielen Dank DIKKO
I am literally fresh into blender but your tutorials are the best I have come across. You're a god send to us noobs!
Happy to hear that!
Dude, you are like the blender guru of Rigging. Honestly, there is no better rigging tutorials and I have searched far and wide. There is one thing I don't know why you don't do and that is use control on the keyboard to snap heads and tails to each other. Using the cursor to selected then selected to cursor is such a long way of doing things. But otherwise top-notch thank you
Pray tell! What keyboard shortcuts?
@@lomaxdesigns1716 Wow I didn't know about this until just now. When you're dragging the head or tail just hold down control and it will snap to another nearby head or tail. It doesn't connect it or parent it or anything, just snaps to that exact location. Very nice shortcut.
Brilliant vid. The fact that I can rig a cow spine from this really shows the quality of this tutorial
Hello from South Africa! 😁🇿🇦
I must say that I'm so so super grateful for your videos!! They are extremely informative, focusses on organization and your narration is just a joy to listen to! I started studying Game Design this year and I'm very keen on specialising in being a technical artist for games, so these videos are an absolute gift and inspiration to me. Keep up the awesome work!! 😎👍
My favorite Blender tutorial channel on RUclips. Excited for the next one!
More to come!
You are super awesome! I watched a lot of Blender tutorials on rigging...but yours is the only one that works like its supposed to work! Thanks so much for sharing what you know!
I'm really enjoying these types of tutorials, thanks man
My dude, I've just discovered your channel and I'm all in. You're damn good, and your tutorials are spot on for my current level. Too many default cube deleting tutorials for absolute beginners out there. Keep up the excellent work brother!
God bless you bro... I wanted to learn dynamic FACE rigging in blender just like maya artist does for a long time.. I just find the right channel.. I will definitely recommend this channel.🙂
Thanks so much for the character rigging tutorials, really appreciate them!
Bit late to respond but I'm glad you find them useful!
24:22 for anyone trying to shape the hip controls like he did here, press the "O" button on your keyboard, select your desired vertices from the circle, and press G to grab those points. Then roll your mouse wheel up or down to adjust the size of the proportional tool.
I was looking for this explanation, thank you! 🙏😊
u a perfect man, thank u so mutch for this playlist and tutorials
Hello, Dikko.
From timestamp 13:25 you select "DEF_spine.001" and "DEF_hips.001" to parent them with "CTRL_hips.001".
It seems to me that I did the same, but when I rotate "CTRL_hips.001", the whole spine rotates (and not as in your video, where only the bones "DEF_spine.001" and "DEF_hips.001" are rotated).
I guess all the bones in the spine are parented since its creation. So, do I need to unparent those two bones before trying this step?
@@Tvarata Thanks for the answer. I'm gonna give it a try.
If that does not work. Select only "DEF_hips.001 if this is your last bone and left and right DEF hips, and made them a parent with thigh control.
@Gerard Freeman Thanks. It also worked for me after copying the transforms (between the 15:20 and 16:30 timestamps in the tutorial)
@Gerard Freeman Thanks a lot! I was getting worried that I had done something wrong since I was having the same issues JavierSam had, but after copying the transforms, the rig worked just like it did in the video!
@@Tvarata I would love to try your method but do not understand what you mean concerning "thigh control" when taking the DEF_hips.001, DEF_hips.L.001, and DEF_hips.R.001 and making them children. I think some of your initial explanation to Javier is missing.
Do you know of any videos that visually explains what you're saying?
I love all of your rigging tutorials
they're def saving my hide in trying to learn this stuff
thanks so much for uploading these! I am really learning a lot! seeing how things come together was a bit of a grey area before so this helps
Glad it was helpful!
Another lesson done! Two in a single day! What a ride!
Hope its been useful!
Hello Dikko
Thank you so much for this wonderful and very useful information .I was searching how to create controller in blender for a long time. Thanks a lot 👏
Also I think your channel is going to get huge in the next few years.
Thanks so so so much for this tutorial, it's perfect and explain both how to make it and why make it, that is really important if you want do it again or for something diffrent!
Thanks again :D
My pleasure :)
For everyone, if your character gets twisted strangely after copying the transforms (16:03 ), make sure the roll of "CTRL_FK_tonso" is the same as "DEF_spine" 's in Edit mode. This situation may be caused by you trying to create "CTRL_FK_tonso" (by shift+a) without duplicating bones from "DEF_spine" I guess...?
XD I just got a bad result by this little mistake.
wow you saved my day/week/project :D
i repeated the whole tutorial and still come to the point it destroys my model. thank you!
ooooh almost lost me on the hips but got through it in the end! Thank you!!!
Hello, Dikko.
It seems as though I and a few others in the comments are having the same issue at the timestamped 13:25 mark as mentioned by JavierSam from a year ago.
The problem:
When you select "DEF_spine.001" and "DEF_hips.001" to parent them with "CTRL_hips.001", your parent to child relationship is the only one rotating. The rest of the deformation bones stay put along with the “CTRL_COG” and “FK_torso” bones. ( Which is what we’re trying to achieve ).
However, when I rotate "CTRL_hips.001" after making it the parent to "DEF_hips.001" ( in my scenario as I only have one there ), all of my deformation bones rotate.
I’ve tried various things to fix this issue, but have not had any success. I presume it’s because my "DEF_hips.001" was part of the rest of the deformation bone chain. But I doubt that’s the case since yours was too ( I presume ).
I’d appreciate your help.
Keep up the great videos.
managed too solve it?
Thanks Dikko! Great Video as usual.
Thank you very much! Very useful video!
Dikko my favorite person on earth
You are the best👍💯
You are great dude, amazing tutorials
Instead of having the 2 hip bones and a special hip control why not just have one bone that is pointed down starting from the spine that connects to the pelvis bones?
Because it inverts the orientation of rotation values. Nothing wrong with that per se, but I like it when I don’t get confused during animation
man, thanks for this series, because I tried an addon called Autorig pro, but I did not understand how it worked, I prefer to learn how to make my own rigs, I feel that I have more control
Yeah its always a good idea to understand what the addon is doing under the hood before using it.
Hello Dikko~ Why when I R X the DEF_spine.004, it can't also let's DEF_shouder and whole arm synchronous rotation ? ( but DEF_spine.003 can do it ), I don't know where step I did wrong.
6:39. You forgot to mention that you moved the 3D cursor up on step in the spine :)
good stuff
thank you
hey i saw a few people complaining about this glitch but no one's fix so far has helped me out! The copy transforms breaks my rig and sends my guy in a full spin. my roll is the same on all of my spine bones and controls (all 180). anyone have any tips on how to fix this?
EDIT: go manually into bone constraints and apply the specific bones. it was connecting to a mystery object despite clearly being the bones i picked
does anyone know why my FK legs are moving with the COG control? they should stick to the ground, right?
Ik legs stick to the ground, fk moves with cog
Unrelated, but is there a way to make an object automatically change color based on the background color? Like, maybe with a driver or something?
Thanks for another informative tutorial! I have two questions though...
1. What are the advantages of posing a model via widgets as opposed to just posing the base armature itself? It seems like a lot of work to just have slightly aesthetically different looking controls.
2. Why create a widget to display a "control bone" that controls a "deform bone"? Why not have the widget just control the deform bone itself? In other words, why WGT>CTRL>DEF instead of WGT>DEF? The control bone step seems redundant. (Honestly I've rewatched the answer at 29:17 several time and still don't quite get it...)
Just trying to wrap my head around why animators would prefer this setup. Thanks!
1) Its easier to animate when you can select your controls. Selecting joints is a nightmare for animators.
2) To keep things clean. So its easier to auto-weight and weight paint when you know exactly which bones are required to deform. Last thing you want to do is scour through your control bones to see which ones deform and which ones dont.
@@Dikko Thanks for the reply! Things are all starting to make more sense now. Between this, watching a few more of your tutorials, and applying it to my own model it's just starting to click. Definitely something to learn by doing!
Hi dikko
I seem to have a problem when im copying the transforms for FK torso 003 and spine 004. When i copy the transforms it makes the torso all weird and twisted. I made sure to apply all transforms first before doing it just in case i did anything by accident. Any help would be appreciated. Thank you
I see Dikko, I like.
Hehe thanks for the continued support :)
Can you go into more detail about making the COG work with the limbs? I want to easily animate a crouch or squat, but moving the COG just moves the entire model with it. Is it a matter of parenting, or do I need to add constraints?
I'll be publishing a series of videos about the limbs after the new year :)
Interesting hip setup. Seems liberating thought I'm not sure why. I didn't know you could put the child bone tips at the root of its parents. Usually @14:33 I see in rigs that people flip that bone so tip points downward. Is there a reason you didn't do it that way?
I dont like doing that because it makes the orientation of the hip rotation the opposite to the rest of the spine, and it shits me when I try to animate using the graph editor because the curves are the inverse of any spine rotations. So by having the hip joint in the same orientation as the spine, the rotation values will always be consistent with the rest of the posterior chain. Hope that makes sense.
@@Dikko makes perfect sense. Thanks for taking the time to explain.
Trying to follow step by step but constraining DEF spine bones to CTRL ones just doesn't work for me... can't find the issue, deleted the whole rig and started over and still the same problem. Do you think its possible to still build same kind of rig but with simply making DEF spines children of CTRL spines?
UPD: tweaking and studying helped me figure out what was wrong. For some reason when I applied constrains Blender would target a totally different object in the scene called empty (btw the scene doesn't have any unnamed objects) I assume this happened bc I would choose CTRL bone in one layer, than open another layer and shift+choose another bone to which I wanted to apply the constraint - not all in one layer like Dikko does in his tutorial. I figured out that if you simply apply constraints in Bone Constraints Properties not only it's faster it also reduces chance of possible human error to almost 0 cause you do everything mannualy so to say.
P.S. As always Dikko's tutorials are the best I'm so grateful for your hard work of educating people, sir! Keep up the good deeds
hi i was wondering even though i used the bone constraints properties, when i manually tried to select the spine 002, it just won't constraint and stayed empty, how do you solve it back then?
Are we going to use this workflow of rigging character on all characters we are going to work with in the future?
Characters and animations will require different rig designs depending on the needs of the project
@@Dikko thx
@@Dikko sorry I meant the deformation rig are we going to work with it on all type of characters?
@@tadjou_btr2084 yeah it can
It’s a kick arrrrssss👍
i don't know why but when i tried to copy transform the spine to connect it from ctrl FK to spine 2 it just won't constraint. How should i solve this TvT
keep up the good work!
Thanks :)
Thanks a lot for this instructive video! :) Regarding the use of the 3d cursor to snap bones/heads/tails to other bones/heads/tails, wouldn't activating vertex snapping be easier and quicker?
Technically yes, but more prone to mistakes :)
Hey, so I am following along, and I am just wondering if there is any particular reason not to use the Custom Object transform settings to change it to match what is intended? In the video it shows rotating the widget in object mode to line up the axis with the bone, which is all well and good, but say you want to use the same control widget for multiple bones, and said bones are oriented differently, is it actually worth making custom widgets for each rotation, or is using the custom object settings okay?
Oh because that feature didn’t exist until a month ago haha
Quick question - When rigging the spinal column I placed my DEFormation bones roughly in alignment with the actual spine. Is that bad? Would it be better to place them in the centre of mass of the torso? Additionally, my bones follow the curvature of the spine. Would it be better to have them perfectly straight?
Thanks for the tut. You're my go to guy for rigging at the moment.
Centre of mass is typically what is done when rigging. Whether it’s curved or not doesn’t matter all that much but I recommend just testing out the deformation before moving onto making all the controls
@@Dikko - Thanks for the advice!
For some reason my hips control moves the head, any ideas why?
I checked in weight paint to see what bones have control, none besides the head labled one.
I guess its because I joined my spine bones together. that fixed it
Why is it that Blender users never ever uses the Outliner for picking stuff in the scene. I have been rigging in Maya for over 10 years and I cant work without the Outliner. I also work in there all the time in Blender to see the joint hierarchy and picking joints, its not as good as in Maya but at least it beats working only inside the 3D view.
In this video he has two joint on top of each other, just pick them from the Outliner. Its also better when teaching people how to rig so that they can see the hierarchies and parenting.
I think its because selecting things in the viewport in Blender isn't as tiresome as it is in maya. If something is in front of something else, you can just click through the objects in order of distance. Conversely, Maya's outliner is much more usable in a way, since its been the same for decades. Blenders current outliner design has only existed for about 2 yrs.
Question: i took all the clothes off my character, rigged the body. my clothes are not fabrics, they're armor plates. how do i combine the armor to the rig now? is it just a matter of parents? or is there something more to it than just that?
Depends on how you want the armor to shift around. You can do it with a number of methods, but either parenting or constraints are whats coming to my mind right now.
@@Dikko will you teach that in this series? 🙏
@@I-VisiBomb-I ^^
@@I-VisiBomb-I He already has here - He is saying add bones to your armour mesh, set their constraints to bones in your original armature ( ie the person wearing the armour) and it should move in tandem.
When I try to add a hip control and parent it to the lower spine, it rotates my whole model rather than just below the hips. How do I fix this? I'd break some parent chains, but it appears they are connected with your rig, so I'm confused.
Also, what bone are you using for the base? Is there a separate base bone for the FK rig, or is it just using the deformation rig base bone?
The upper body will follow the hip control until you create a FK spine control then constrain the spine above the hip bone, then it will only be influenced by the FK control and not the hip
@@Dikko Oh hey! A reply straight from the horse's mouth. Thank you! I'll go ahead and do that
my brain hurts
I'm still in doubt... For a game engine, I have a full body character with clothes separated (I want this character to change clothes), should I rig only the body (naked character) or with clothes? If it should be only the body, then I import weights of the body to the clothes? If it should be with clothes, then I need to delete part of the body and make just one mesh to rig?
11:44
Hi Dikko I'm currently running into a problem where where at 14.07 you rotate only the hips but when I did it, it rotated the whole character. What shall I do?
Unparent the spine from the hips
10:16 wtf is this? What a mess!
The most confusing and impractical workflow I've ever witnessed. 🤣
Show me, how would you do it.
It so confused
i messed up something
You lost me when you stacked 3 bones on the same spot. I am confusion. Lemme just watch that back a few times.
Ehm title says 03 ;)
Ah classic. Oh well now its like that never happened ;)