Dude seriously thank you for these videos! My professors are only using god damn maya and are so bad at explaining. You are really straight forward and easy to understand. Thank you!
if you Built your arm straight up like I did and are having issues. you can change your pivot point to 3d cursor and use the centering trick he showed us to go your elbows center. after that, you can grab the upper rig and upper body in edit mode and give each of them an exact 45-degree pivot in orthographic mode and it should all still be in place
For anyone watching this tutorial on 2023. The shortcut for adding the IK Constrain is no longer Ctrl+Shift+C (as said on 11:50 ) Now by simply typing Shift+I you can quickly add the IK Constrain
@1150 if when you are moving the joint it does not work the way it should, don't use the global control. He is actually just using the grab (G). it took me at least 20 minutes to figure out what I was doing wrong. Thanks for the awesome tutorial!
Hi Dikko, thank you, this series is a massive help! One thing I can't grasp is why the hand is a child of the base bone, but maybe I need to watch the video a second time. Thank you!
Uhm, this only happens in the IK branch, so maybe it is because the hand should rotate according to the base (the base rotates and the hand should move), but as long as Ik is involved, the arm bones's positions should be computed using the IK solver on the hand and base positions. Is this correct?
At 11:50 I have this issue when I add the inverse constraint all my objects tumble over very weirdly. Also the shortcut doesnt work for me I have to go through the menus. Im using my own model with a bit of a different design but have been following yours pretty closley
great tutorials, do you think to publish a tutorial about material nodes, and also retopology etc. I looked lots of tutorials, no one is explaining like you. Please do never stop doing tutorial.
@@Dikko and sculpting, and modeling, and hard surface and more :) sorry I just finally feel like I finally found my instructor. thanks a lot and please when you are available, add more tutorails for the community.
hii! loving following this tutorial series! i just have a little problem with the ik. in 15:14 when im doing the arm pole vector, when im testing it just doesnt work property. it moves weird in whatever direction, not following any x y z guide. u know what it could be? thanks for the amazing tutorials!
@@Dikko yeah i mean, i config the ik to the pole vector as u did in the video. Then when i move it to pose it just move in weird directions :( The other ik from the hand works just fine
Hi @Dikko can you please explain why we need to duplicate the 3 bones from the base of the chain by selecting from top to bottom ? Thank you for these tutorial btw :)
the 3 joint chains represent 3 functions. Deformation, FK, and then IK. The deformation bones follow either the FK or IK depending on which one you have switched on
You could explain it more properly like the previous videos of the same topic but after watching several times I finally understand it. It's a bit too fast. BTW, good job! Keep it Up!
I don't understand why we have to rotate the pole anlge -90°. Why does it twist in the first place? The bone is clearly howing in a different direction.
Oh thanks man! Stoked to hear that the videos are working out for you and the studio. You dont have to donate anything, but if you're so obliged, I have a donation page on my twitch account :) streamlabs.com/dikko_/tip
When I add the poll Target and fix the bones with the -90 degrees. My armature is slightly off from the rested pose. I even made sure all bones and objects had all transforms applied before doing it. Any Idea what it could be?
If that solution doesn't work you have to make sure that the bones have some bending at the joints, if they are completely straight the IK solver fails
So I've watched this video a couple of times and I'm wondering why you are using 3 rigs and applying IK and FK to them seperatly while most movies on the internet combine these things in 1 rig. Is it for an easier example or is there a benifit to seperating them?
Ive never seen a FK/IK rig set up that doesnt use 3 joint chains. It's technically all the same rig tbh. You need 3 because the first one drives the deformation of the arm, then the other 2 (the FK and IK limbs) are just constraint targets. Ive "seperated" them for the purpose of this video to demonstrate that functionality. In video 5 we align them all back together!
@@Dikko What I mean is this: ruclips.net/video/0bFrZn8xlLw/видео.html Most tutorials I've seen use this approach where they use the same chain and just add the IK to the FK chain. Btw, do you have a discord? I would love to join one where there is this much knowledge!
@@Yurup The video you showed would only allow IK exclusively. The reason he made the rig this way in this video is so, in the next video you will see, he can add a control to allow switching between FK and IK.
@@Dikko The question was why to use extra bones for both IK and FK, I mean IK constrain itself has Influence parameter that can be used to turn IK on and off. It solves the problem that If you, use FK controller first pose the model and then switch to IK to adjust the pose, when you use separate bones for both IK and FK, the model jumps to IK bones position as they were not moved along with FK bones.
I'm pretty confused by this process , why do the robots fingers not need to be duplicated for the IK FK bones? I made a humanoid robot and am unsure how complete the IK or FK bones should be compared to the deform skeleton, right now my FK skeleton is a exact copy, and the IK skeleton is the deform skeleton but with the additional target/pole target bones, have I been excessive?
They dont need to be because only the arms need to be controlled in 2 different ways. The fingers need to be affected by both the ik and FK as children, which is why they are simply connected to the bind skeleton.
Is there a reason why you make all of this at already partially bend model instead of straight? I'm asking because I have issue replicating this partially, when I set the Pole Target rig just stops bending in the middle. Is this due to my straight model from the beginning? Also noticed without Pole Target it kind of works, but blender don't know which side to rotate it +90 or -90 jumping like crazy.
is it possible to be a good character designer Aswell as Good Animator? or its too much knowledge and this are totally different career paths? i am asking not for making animation. for making my models a animation friendly. with good rig
Anything is possible with the right amount of practice and learning. I'm a generalist so I kinda need to have a good grasp on everything. Just takes time
You lost me at 11:50. I did everything the same up until this point but when I move the control bone it doesn't affect anything. The bone below it still turns yellow but nothing happens. What the fuck did I do wrong?!
"This video is a bit long, so we will continue in the next one-"
The previous video: *50 mins*
Dude seriously thank you for these videos! My professors are only using god damn maya and are so bad at explaining. You are really straight forward and easy to understand. Thank you!
The first two minutes just solved so much of my confusion around these controls
Man, what a briiiilliant series. Wow, just wow 😲
This is so exciting... even though our robot is virtual, we get to build it and engineer it like a real machine!
best course on the topic! the teacher has a gift of explaining the why and being informative ❤️
if you Built your arm straight up like I did and are having issues. you can change your pivot point to 3d cursor and use the centering trick he showed us to go your elbows center. after that, you can grab the upper rig and upper body in edit mode and give each of them an exact 45-degree pivot in orthographic mode and it should all still be in place
For anyone watching this tutorial on 2023. The shortcut for adding the IK Constrain is no longer Ctrl+Shift+C (as said on 11:50 ) Now by simply typing Shift+I you can quickly add the IK Constrain
@1150 if when you are moving the joint it does not work the way it should, don't use the global control. He is actually just using the grab (G). it took me at least 20 minutes to figure out what I was doing wrong. Thanks for the awesome tutorial!
Hi Dikko, thank you, this series is a massive help! One thing I can't grasp is why the hand is a child of the base bone, but maybe I need to watch the video a second time. Thank you!
Uhm, this only happens in the IK branch, so maybe it is because the hand should rotate according to the base (the base rotates and the hand should move), but as long as Ik is involved, the arm bones's positions should be computed using the IK solver on the hand and base positions. Is this correct?
We all know now you don't say "control f k" You say "Control Fuck" LOL! Thanks for the videos! They're awesome!
haha only when things dont work ;). Thanks!
Thanks
Me and my friend are working on a game on unity and he's gonna poop fireworks when I apply this to my human model
Got lost somewhere at the 14:36.
At 11:50 I have this issue when I add the inverse constraint all my objects tumble over very weirdly. Also the shortcut doesnt work for me I have to go through the menus. Im using my own model with a bit of a different design but have been following yours pretty closley
great tutorials, do you think to publish a tutorial about material nodes, and also retopology etc. I looked lots of tutorials, no one is explaining like you. Please do never stop doing tutorial.
I hope to do so!
@@Dikko and sculpting, and modeling, and hard surface and more :) sorry I just finally feel like I finally found my instructor. thanks a lot and please when you are available, add more tutorails for the community.
Thank you
pole will not work if the bones are straight. Bones shouldn't straight. Thanks
just awesome, thank u man
A good one. Thank you.
hii! loving following this tutorial series!
i just have a little problem with the ik. in 15:14 when im doing the arm pole vector, when im testing it just doesnt work property. it moves weird in whatever direction, not following any x y z guide.
u know what it could be?
thanks for the amazing tutorials!
Did you set your pole vector yet?
@@Dikko yeah i mean, i config the ik to the pole vector as u did in the video. Then when i move it to pose it just move in weird directions :(
The other ik from the hand works just fine
you are awesome.
thank you
Hi @Dikko can you please explain why we need to duplicate the 3 bones from the base of the chain by selecting from top to bottom ? Thank you for these tutorial btw :)
the 3 joint chains represent 3 functions. Deformation, FK, and then IK. The deformation bones follow either the FK or IK depending on which one you have switched on
my peripheral vision keeps thinking the name of this video is " Building the F#*KI#NG RIG!
Haha im sure theres plenty of swearing to go around when rigging
You could explain it more properly like the previous videos of the same topic but after watching several times I finally understand it. It's a bit too fast.
BTW, good job! Keep it Up!
Awesome 😍😍😍
Thanks 🤗
I don't understand why we have to rotate the pole anlge -90°. Why does it twist in the first place? The bone is clearly howing in a different direction.
Is it just me or what. My hinges keep cringing even after i have watched and followed through the tutorials countless time. Can anyone help?
Thx Dikko
My pleasure! This vid kinda ends at the half way point, so th next part will drop in a day or so :)
Thanks !
you're welcome!
Hey Dikko, this tutorial of yours is a professional grade. This is helping me now on our studio. How can I give you some thank you token? paypal?
Oh thanks man! Stoked to hear that the videos are working out for you and the studio. You dont have to donate anything, but if you're so obliged, I have a donation page on my twitch account :) streamlabs.com/dikko_/tip
When I add the poll Target and fix the bones with the -90 degrees. My armature is slightly off from the rested pose. I even made sure all bones and objects had all transforms applied before doing it. Any Idea what it could be?
This video is running a bit long? Its the shortest
Is there any way i can donate you, sir?
8:48 from CTRL_IK_arm.001 then goes to MCH_IK_arm.001 then on PART 5. goes back to CTRL_IK_arm.001 omg..
after adding pole target 14:39 the all structure stops to bend and becomes straight. why?
You have either forgotten to change the chain length, or your hand joint is still a child if the arm, when it should be a child of the base
If that solution doesn't work you have to make sure that the bones have some bending at the joints, if they are completely straight the IK solver fails
So I've watched this video a couple of times and I'm wondering why you are using 3 rigs and applying IK and FK to them seperatly while most movies on the internet combine these things in 1 rig. Is it for an easier example or is there a benifit to seperating them?
Ive never seen a FK/IK rig set up that doesnt use 3 joint chains. It's technically all the same rig tbh. You need 3 because the first one drives the deformation of the arm, then the other 2 (the FK and IK limbs) are just constraint targets. Ive "seperated" them for the purpose of this video to demonstrate that functionality. In video 5 we align them all back together!
@@Dikko What I mean is this: ruclips.net/video/0bFrZn8xlLw/видео.html Most tutorials I've seen use this approach where they use the same chain and just add the IK to the FK chain.
Btw, do you have a discord? I would love to join one where there is this much knowledge!
@@Yurup The video you showed would only allow IK exclusively. The reason he made the rig this way in this video is so, in the next video you will see, he can add a control to allow switching between FK and IK.
@@Dikko The question was why to use extra bones for both IK and FK, I mean IK constrain itself has Influence parameter that can be used to turn IK on and off. It solves the problem that If you, use FK controller first pose the model and then switch to IK to adjust the pose, when you use separate bones for both IK and FK, the model jumps to IK bones position as they were not moved along with FK bones.
@@gridsherman6854 It can be turned off by adding driver to IK influence.
I'm pretty confused by this process , why do the robots fingers not need to be duplicated for the IK FK bones? I made a humanoid robot and am unsure how complete the IK or FK bones should be compared to the deform skeleton, right now my FK skeleton is a exact copy, and the IK skeleton is the deform skeleton but with the additional target/pole target bones, have I been excessive?
They dont need to be because only the arms need to be controlled in 2 different ways. The fingers need to be affected by both the ik and FK as children, which is why they are simply connected to the bind skeleton.
Is there a reason why you make all of this at already partially bend model instead of straight? I'm asking because I have issue replicating this partially, when I set the Pole Target rig just stops bending in the middle. Is this due to my straight model from the beginning? Also noticed without Pole Target it kind of works, but blender don't know which side to rotate it +90 or -90 jumping like crazy.
Having a bend in the joint structure, even even if it's a little, helps to direct the ik vector.
same problem
Hi do you a have tutorial on IK and FK Matching for character rigging?
Not at this time - usually that would involve some level of scripting that I'm a bit shit at :P
is it possible to be a good character designer Aswell as Good Animator? or its too much knowledge and this are totally different career paths? i am asking not for making animation. for making my models a animation friendly. with good rig
Anything is possible with the right amount of practice and learning. I'm a generalist so I kinda need to have a good grasp on everything. Just takes time
sup dikko
You lost me at 11:50. I did everything the same up until this point but when I move the control bone it doesn't affect anything. The bone below it still turns yellow but nothing happens. What the fuck did I do wrong?!
did you unparent the hand bone from the arm?
Get to the point bro stop yapping
Thanks