Character Rigging in Blender 04a - Creating a Simple FK Spine Rig

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  • Опубликовано: 24 авг 2024

Комментарии • 119

  • @Dikko
    @Dikko  Год назад +4

    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

  • @sassi7190
    @sassi7190 6 месяцев назад +4

    every time i need to recap, i come to your wonderful series, vielen Dank DIKKO

  • @demoninkstudios7735
    @demoninkstudios7735 3 года назад +3

    I am literally fresh into blender but your tutorials are the best I have come across. You're a god send to us noobs!

    • @Dikko
      @Dikko  3 года назад +1

      Happy to hear that!

  • @joshahrenbehrens
    @joshahrenbehrens 3 года назад +2

    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
      @lomaxdesigns1716 9 месяцев назад

      Pray tell! What keyboard shortcuts?

    • @FirstLast-lz6cu
      @FirstLast-lz6cu 4 дня назад

      @@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.

  • @RainbowTyrant
    @RainbowTyrant 3 года назад +1

    Brilliant vid. The fact that I can rig a cow spine from this really shows the quality of this tutorial

  • @PhillDante
    @PhillDante 3 года назад +3

    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!! 😎👍

  • @louderlens
    @louderlens 3 года назад +3

    My favorite Blender tutorial channel on RUclips. Excited for the next one!

    • @Dikko
      @Dikko  3 года назад +2

      More to come!

  • @erik352
    @erik352 2 года назад +1

    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!

  • @kvendy
    @kvendy 3 года назад +9

    I'm really enjoying these types of tutorials, thanks man

  • @FunbobbyJ
    @FunbobbyJ 2 года назад +3

    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!

  • @ajitmahapatra7078
    @ajitmahapatra7078 3 года назад +1

    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.🙂

  • @TheSteveTheDragon
    @TheSteveTheDragon 3 года назад +14

    Thanks so much for the character rigging tutorials, really appreciate them!

    • @Dikko
      @Dikko  2 года назад +2

      Bit late to respond but I'm glad you find them useful!

  • @robertyoung406
    @robertyoung406 2 года назад +3

    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.

    • @Soul-gf9vv
      @Soul-gf9vv Год назад

      I was looking for this explanation, thank you! 🙏😊

  • @user-dc2qk9hh3x
    @user-dc2qk9hh3x Месяц назад

    u a perfect man, thank u so mutch for this playlist and tutorials

  • @JavierSam_Uy
    @JavierSam_Uy 3 года назад +38

    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?

    • @JavierSam_Uy
      @JavierSam_Uy 3 года назад +2

      ​@@Tvarata Thanks for the answer. I'm gonna give it a try.

    • @Tvarata
      @Tvarata 3 года назад +1

      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.

    • @JavierSam_Uy
      @JavierSam_Uy 3 года назад +4

      @Gerard Freeman Thanks. It also worked for me after copying the transforms (between the 15:20 and 16:30 timestamps in the tutorial)

    • @jemskid7
      @jemskid7 2 года назад +1

      @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!

    • @drewjackson68
      @drewjackson68 2 года назад +1

      @@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?

  • @SpikedSpy_
    @SpikedSpy_ Год назад

    I love all of your rigging tutorials
    they're def saving my hide in trying to learn this stuff

  • @jackjackalvarado
    @jackjackalvarado 3 года назад +3

    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

    • @Dikko
      @Dikko  3 года назад +2

      Glad it was helpful!

  • @sol_mental
    @sol_mental Год назад

    Another lesson done! Two in a single day! What a ride!

    • @Dikko
      @Dikko  Год назад +1

      Hope its been useful!

  • @sachinpokhriyal9498
    @sachinpokhriyal9498 2 года назад

    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 👏

  • @joshahrenbehrens
    @joshahrenbehrens 3 года назад +1

    Also I think your channel is going to get huge in the next few years.

  • @leonardogentili927
    @leonardogentili927 3 года назад +1

    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

    • @Dikko
      @Dikko  3 года назад +2

      My pleasure :)

  • @nonero3275
    @nonero3275 2 года назад +8

    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.

    • @RogerHazelwood
      @RogerHazelwood Год назад

      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!

  • @Svi3sa
    @Svi3sa 11 месяцев назад

    ooooh almost lost me on the hips but got through it in the end! Thank you!!!

  • @drewjackson68
    @drewjackson68 2 года назад +3

    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.

  • @zoeydionne6378
    @zoeydionne6378 3 года назад +1

    Thanks Dikko! Great Video as usual.

  • @gamedevstanislove
    @gamedevstanislove 3 года назад +2

    Thank you very much! Very useful video!

  • @amhaadmassu3770
    @amhaadmassu3770 3 года назад +1

    Dikko my favorite person on earth

  • @eternaltruthstudios1427
    @eternaltruthstudios1427 3 года назад +1

    You are the best👍💯

  • @Nonthyl
    @Nonthyl Год назад

    You are great dude, amazing tutorials

  • @Lukes3D
    @Lukes3D 2 года назад +1

    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?

    • @Dikko
      @Dikko  2 года назад +2

      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

  • @Kazaki000
    @Kazaki000 3 года назад +3

    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

    • @Dikko
      @Dikko  3 года назад +2

      Yeah its always a good idea to understand what the addon is doing under the hood before using it.

  • @user-kb8cq1sd2k
    @user-kb8cq1sd2k 3 года назад +2

    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.

  • @jesperjonsson5834
    @jesperjonsson5834 12 дней назад

    6:39. You forgot to mention that you moved the 3D cursor up on step in the spine :)

  • @benjols6202
    @benjols6202 3 года назад +2

    good stuff

  • @ignacioalvarado1384
    @ignacioalvarado1384 2 года назад

    thank you

  • @Jackie-bbb
    @Jackie-bbb 19 дней назад

    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

  • @tsarbamba642
    @tsarbamba642 2 года назад +2

    does anyone know why my FK legs are moving with the COG control? they should stick to the ground, right?

    • @Dikko
      @Dikko  2 года назад +1

      Ik legs stick to the ground, fk moves with cog

  • @Angelo_MS
    @Angelo_MS 3 года назад +2

    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?

  • @RenoSydney
    @RenoSydney 3 года назад +1

    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!

    • @Dikko
      @Dikko  3 года назад +2

      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.

    • @RenoSydney
      @RenoSydney 3 года назад +1

      @@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!

  • @potatoeniper4022
    @potatoeniper4022 2 года назад +1

    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

  • @gloriouslumi
    @gloriouslumi 3 года назад +1

    I see Dikko, I like.

    • @Dikko
      @Dikko  3 года назад +1

      Hehe thanks for the continued support :)

  • @benverschoor6521
    @benverschoor6521 3 года назад +2

    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?

    • @Dikko
      @Dikko  3 года назад +3

      I'll be publishing a series of videos about the limbs after the new year :)

  • @BobbyJ529
    @BobbyJ529 2 года назад +1

    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?

    • @Dikko
      @Dikko  2 года назад +3

      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.

    • @BobbyJ529
      @BobbyJ529 2 года назад +1

      @@Dikko makes perfect sense. Thanks for taking the time to explain.

  • @ivankushner8585
    @ivankushner8585 3 года назад +1

    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

    • @leocchiiuwu8481
      @leocchiiuwu8481 7 месяцев назад

      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?

  • @tadjou_btr2084
    @tadjou_btr2084 9 дней назад +1

    Are we going to use this workflow of rigging character on all characters we are going to work with in the future?

    • @Dikko
      @Dikko  9 дней назад +1

      Characters and animations will require different rig designs depending on the needs of the project

    • @tadjou_btr2084
      @tadjou_btr2084 9 дней назад

      @@Dikko thx

    • @tadjou_btr2084
      @tadjou_btr2084 9 дней назад

      @@Dikko sorry I meant the deformation rig are we going to work with it on all type of characters?

    • @Dikko
      @Dikko  9 дней назад +1

      @@tadjou_btr2084 yeah it can

  • @sikihinbibi1
    @sikihinbibi1 3 года назад +1

    It’s a kick arrrrssss👍

  • @leocchiiuwu8481
    @leocchiiuwu8481 7 месяцев назад

    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

  • @Sergiopoo
    @Sergiopoo 3 года назад

    keep up the good work!

    • @Dikko
      @Dikko  3 года назад +2

      Thanks :)

  • @dontmvme8796
    @dontmvme8796 3 года назад +1

    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?

    • @Dikko
      @Dikko  3 года назад +1

      Technically yes, but more prone to mistakes :)

  • @DeepFriedOreoOffline
    @DeepFriedOreoOffline 2 года назад +1

    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?

    • @Dikko
      @Dikko  2 года назад +3

      Oh because that feature didn’t exist until a month ago haha

  • @lomaxdesigns1716
    @lomaxdesigns1716 9 месяцев назад

    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.

    • @Dikko
      @Dikko  9 месяцев назад

      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

    • @lomaxdesigns1716
      @lomaxdesigns1716 9 месяцев назад

      @@Dikko - Thanks for the advice!

  • @MegaZayd1
    @MegaZayd1 3 года назад

    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.

    • @MegaZayd1
      @MegaZayd1 3 года назад

      I guess its because I joined my spine bones together. that fixed it

  • @tigerwilly80
    @tigerwilly80 Год назад

    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.

    • @Dikko
      @Dikko  Год назад

      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.

  • @I-VisiBomb-I
    @I-VisiBomb-I 3 года назад +1

    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?

    • @Dikko
      @Dikko  3 года назад +2

      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
      @I-VisiBomb-I 3 года назад +2

      @@Dikko will you teach that in this series? 🙏

    • @zoeydionne6378
      @zoeydionne6378 3 года назад +1

      @@I-VisiBomb-I ^^

    • @MrNewRevolutionary
      @MrNewRevolutionary 3 года назад +1

      @@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.

  • @wrentubes1886
    @wrentubes1886 Год назад

    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?

    • @Dikko
      @Dikko  Год назад +2

      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

    • @wrentubes1886
      @wrentubes1886 Год назад

      @@Dikko Oh hey! A reply straight from the horse's mouth. Thank you! I'll go ahead and do that

  • @MrPididdles
    @MrPididdles 2 года назад +1

    my brain hurts

  • @emmanuel.tavares
    @emmanuel.tavares 3 года назад +1

    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?

  • @user-ou4eh7wi4r
    @user-ou4eh7wi4r 3 года назад +1

    11:44

  • @akiokasai8018
    @akiokasai8018 Год назад

    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?

    • @Dikko
      @Dikko  Год назад +1

      Unparent the spine from the hips

  • @binyot5505
    @binyot5505 6 месяцев назад +3

    10:16 wtf is this? What a mess!
    The most confusing and impractical workflow I've ever witnessed. 🤣

    • @ironcockroach
      @ironcockroach 2 месяца назад

      Show me, how would you do it.

  • @Drmelv0131
    @Drmelv0131 3 года назад +2

    It so confused

  • @BalaAnimationStudios
    @BalaAnimationStudios Год назад

    i messed up something

  • @Gir_0
    @Gir_0 2 года назад +1

    You lost me when you stacked 3 bones on the same spot. I am confusion. Lemme just watch that back a few times.

  • @RomboutVersluijs
    @RomboutVersluijs 3 года назад +1

    Ehm title says 03 ;)

    • @Dikko
      @Dikko  3 года назад +1

      Ah classic. Oh well now its like that never happened ;)