Very clear and informative! I’d love a video that covers how to drive one control rig from another. I’m envisioning parent child interactions between characters like handshaking or arm wrestling.
Is there a way to use a Control Rig to trigger 3 consecutive Morph Target corrective shapes? For example, can we have 3 morph corrective shapes to make a bicep flex? When the elbow rotates 90 degrees, it will trigger Morph Target_A with a little bicep bulge and the elbow bone protrudes out a bit. When the elbow rotates 115 degrees, it will trigger Morph Target_B, with a little outer displacement on the inside elbow flesh, the bicep will get bigger and the elbow bone protrudes more. When the elbow rotates 125 degrees, Morph Target_C will trigger, with a totally compressed inside elbow flesh, the bicep will compress against the forearm and the elbow bone is at max protrusion?
I feel like this is a total yes. There is more than one way and actually the reverse foot tutorial that is dropping on Sunday uses a single attribute to drive multiple rotations on different objects. As an example
So I guess I've been thinking about rotational constraint in a wrong way. I treated it as Copy Rotation constraint in Blender where you choose only one target. And weight will be the interpolation between the target and original position. Is it possible to do this using rotational constraint? I was assuming it will behave like this if you set weight to lower than 1 and have just one target, but it doesn't work this way.
I have not dug into if it's constrained to a single target if it defaults to the original parent. These constraints work a lot like maya where you can have multiple parents and even set the weights between. In maya it use to be like this, if you constrained to one object it was confusing....so what we use to do is constrained it to its original parent and the new object for example. I'd have to test the single constraint but blended off behaviour
@@livinfreestyle6727 oh, interesting! I have to try it out, I thought in this case you need to have a bone that is a copy of the one with constraint, but I wonder if parent will work in this case too, thank you!
Can I ask a second question? In the Control Rig graph, is there a way to create a node that controls the scale of the controls? For example, if I want to scale all the control at once, is there a node for that?
It depends on how your hierarchy is setup. Do you have a control on the child also? As long as only the parent is constrained the child should be free to move
@@livinfreestyle6727 Oh, I created a Null above the Child Control and used it as a Child Item in the Parent Constraint node. It worked perfectly. Thank you so much for the idea!
Trying to find info about the Aim Constraint is hell on Google. But you (of course!!) had just the info I needed. Tysm
Youre welcome
Very clear and informative! I’d love a video that covers how to drive one control rig from another. I’m envisioning parent child interactions between characters like handshaking or arm wrestling.
Great suggestion! Once we get through the foundation stuff we can take a look. Thanks for the comment and watching!
Very informative and gives a deeper understanding why. Instant sub!
Welcome aboard!
Thank You - these are some of the best lessons)
That's great. More coming (I think look at drops this weekend). Thx for watching
Excellent series. Thank you for this.
You're very welcome!
thank you! great series
Glad you like them!
Fantastic tutorial
👍
This is very cool, Thank you.
Thanks again hotsauce....but based on all your tips my guess was this was a lot of review. Appreciate the watch!
Thanks for doing this!
No problem
Thanks, it helped me a lot!
Glad it helped!
Best tutorials out here
Thanks for taking the time to drop feedback!
Is there a way to use a Control Rig to trigger 3 consecutive Morph Target corrective shapes? For example, can we have 3 morph corrective shapes to make a bicep flex? When the elbow rotates 90 degrees, it will trigger Morph Target_A with a little bicep bulge and the elbow bone protrudes out a bit. When the elbow rotates 115 degrees, it will trigger Morph Target_B, with a little outer displacement on the inside elbow flesh, the bicep will get bigger and the elbow bone protrudes more. When the elbow rotates 125 degrees, Morph Target_C will trigger, with a totally compressed inside elbow flesh, the bicep will compress against the forearm and the elbow bone is at max protrusion?
I feel like this is a total yes. There is more than one way and actually the reverse foot tutorial that is dropping on Sunday uses a single attribute to drive multiple rotations on different objects. As an example
@@livinfreestyle6727 Looking forward to this.
So I guess I've been thinking about rotational constraint in a wrong way. I treated it as Copy Rotation constraint in Blender where you choose only one target. And weight will be the interpolation between the target and original position. Is it possible to do this using rotational constraint? I was assuming it will behave like this if you set weight to lower than 1 and have just one target, but it doesn't work this way.
I have not dug into if it's constrained to a single target if it defaults to the original parent. These constraints work a lot like maya where you can have multiple parents and even set the weights between. In maya it use to be like this, if you constrained to one object it was confusing....so what we use to do is constrained it to its original parent and the new object for example. I'd have to test the single constraint but blended off behaviour
@@livinfreestyle6727 oh, interesting! I have to try it out, I thought in this case you need to have a bone that is a copy of the one with constraint, but I wonder if parent will work in this case too, thank you!
Can I ask a second question? In the Control Rig graph, is there a way to create a node that controls the scale of the controls? For example, if I want to scale all the control at once, is there a node for that?
I think you want setShapeTransform?
@@livinfreestyle6727 I will Google this, Thank you.
Intro audio volume is way to loud compared to voice volume
But the video is great :D thanks for the tutorial
Agreed. I’ve worked a lot on volume levels. And hopefully you’ll find in the more recent videos and live streams that is the case.
@@livinfreestyle6727 yeah ive watched some of the newer videos and its much better thank you :)
@@ChamferStudio phew!
When I use Parent Constraint node, I can't move the Child control anymore. Is there anyway to fix that problem? Thank you!
It depends on how your hierarchy is setup. Do you have a control on the child also? As long as only the parent is constrained the child should be free to move
@@livinfreestyle6727 Oh, I created a Null above the Child Control and used it as a Child Item in the Parent Constraint node. It worked perfectly. Thank you so much for the idea!
Is it not possible to clamp a rotation?
You can set limits. THere in the details
@@livinfreestyle6727 Thank you so much!
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