[Blender] Game Ready Rigs - Squash & Stretch Solutions

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  • Опубликовано: 17 дек 2024

Комментарии • 68

  • @PixelEyesDev
    @PixelEyesDev 2 месяца назад

    After 3 days of looking for solutions to fix the "slight stretching" i had , i finally found your video that gave me the correct solution of removing the "stretch to" constraint , thanks a bunch !

    • @CGDive
      @CGDive  2 месяца назад

      Nice!

  • @Avarice_
    @Avarice_ Год назад +2

    This is the best and most extensive video on this subject I could find, thank you for all the work you have done in demonstration.

    • @CGDive
      @CGDive  Год назад

      Glad it was helpful!

  • @alekseyabramov2284
    @alekseyabramov2284 3 года назад +6

    U are amazing! Awesome person. I searched for 5 hours how to disable stretching of spine bones. I really love your work! Have a good one)

    • @CGDive
      @CGDive  3 года назад

      Did it work? I know that this part was changed a bit in recent versions of Blender. The best approach is to never move or scale the spine, only rotate it!

  • @zonyzhao469
    @zonyzhao469 3 года назад +1

    Your channel should be noticed more. This solves a great problem.

  • @QuiteDan
    @QuiteDan 2 года назад +8

    Maaaaan I wish FBX would support non-inherited scale already. This is an awesome workaround!

    • @CGDive
      @CGDive  2 года назад +2

      I am not sure if that is even possible and even if it was I am not sure they would include it soon. For now, this is the best solution afaik.
      And we automated it with our addon in case you didn't know
      ruclips.net/video/iZBx1I7vmQ0/видео.html

  • @CallMeSirPlease
    @CallMeSirPlease 11 месяцев назад

    great content, love the detail you provide when explaining!
    question: do you have any tutorials/videos or guides on the offset stretch + shapekeys?. the result looks great!

    • @CGDive
      @CGDive  11 месяцев назад

      Ah, no, I don't, sorry!

  • @AlOn556
    @AlOn556 3 года назад

    Ohh I am super hyped for your addon! Will surely keep an eye out for when it comes out

    • @CGDive
      @CGDive  3 года назад

      Thanks for your interest. I'll keep you updated 🙂 As I said in the video it's not mine but from Jim Kroovy ruclips.net/user/JimKroovy

  • @Harrison_JW
    @Harrison_JW 2 года назад

    After the last week of trying to find solutions for creating a stretchy arm for my animation I'm working on, this is this perfect. Thank you so much for making this tutorial. For me I'm going to see if I can get grease pencil to also follow the geometry, hopefully that's possible

    • @CGDive
      @CGDive  2 года назад +1

      Cool! Also check out our addon which automates these workflows.
      ruclips.net/video/iZBx1I7vmQ0/видео.html

    • @Harrison_JW
      @Harrison_JW 2 года назад +1

      @@CGDive Ah thank you very much for this, I'm defiantly going to check this out and most likely use it. Even though I'm not doing this for a game but for a 2d animation/a 3d arm. This will by far will help me in the long run, especially when going to use the arm pretty much all the time. So again thank you very much for this

  • @marcoalejandrosalas1066
    @marcoalejandrosalas1066 4 месяца назад

    I would like to know a way to have a Fix hierarchy and restrictions copying all the transformations in the gameRig, for the baking of animations, since when it is in that mode, the animations break the original transformations by parents, etc. Will there be a way?

  • @toffotin
    @toffotin 4 месяца назад

    This saved my ass for the second time now (forgot), thank you!

    • @CGDive
      @CGDive  4 месяца назад

      Nice 👍🏻

  • @usagirocks
    @usagirocks 3 года назад

    You guys are awesome

  • @DonWippo1
    @DonWippo1 3 года назад +2

    Excellent Explanation. I am surprised it does not have more views given how helpful it is.
    Now the only thing I have to figure out for myself is where to make compromises:
    In Game Foot IK or Volume preservation? Or might there be a forbidden Solution allowing both?
    I am just thinking to myself here (rubberducking, though maybe it helps someone who is seeing this comment):
    I think I could combine those methods, use a flat hirarchy for the Spine and the bone offset solution for the limbs.
    That way I might introduce Foot Ik with features like Unitys Animation Rigging Package, while stil having volume preservation on the upper body.
    On my tests I did not see any problems usingt the stretch to constraint in the limbs, but it was very apparent on the Spine.
    So I might get away with using Volume Preservation on the limbs too, while I most likely need to change the hirarchy on the upper body to a flat one, though the offset solution might be sufficient there.

    • @CGDive
      @CGDive  3 года назад +1

      Hey, thanks. I am not very familiar with Game Foot IK but it does sound like it needs proper hierarchy.
      What you suggest may not work because the limbs are parented to the spine. If the spine stretches it may mess up the child bones in game. I am also just thinking out loud tho. Best to give a try, see what happens, and troubleshoot from there.

  • @blenderzone5446
    @blenderzone5446 3 года назад

    thanks mate!

    • @CGDive
      @CGDive  3 года назад

      Thanks as always man! Keep rocking!

  • @draweasy9240
    @draweasy9240 3 года назад

    well done ..

  • @javednoman3051
    @javednoman3051 3 года назад

    Good Work, waiting for fps hands rigs...

    • @CGDive
      @CGDive  3 года назад +3

      I'll most likely work on FPS hands but it may take a while tho :)}

    • @btiwari-games5279
      @btiwari-games5279 3 года назад +1

      @@CGDive thats awesome man 😃

    • @CGDive
      @CGDive  3 года назад

      @@btiwari-games5279 Thanks man!

  • @DevGods
    @DevGods 3 года назад

    I was just on the Unreal forums and apparently somebody was able to find a different solution you might want to give it a shot.. For his game rig he said all he did was change the copy transform constraints to just copy loc & rot eliminating the scale issues. I’m trying to reach out to him to get further information. Mostly because I’m confused on what other steps he took for his game rig.. things like did he leave bendy bones on or not and how do the bones even know to stretch if they aren’t copying scale? Maybe the bones copy the location of the bones after they are stretched but I’m not sure I’ll have to test

    • @DevGods
      @DevGods 3 года назад

      Just did a test with my First person arms rig and my squash and stretch in engine is the same as in blender for simple stretching. Once you start moving the tweak bones that’s when stuff gets crazy . The other solution I mentioned above did not work properly or I am not doing it right. Went ahead and went with the flat hierarchy method for my FPS arms will have to look into the other one for the 3rd person character. My game is more realistic so I might not need it that much for 3rd person tbh thanks for this video I come back to it often for reference

    • @CGDive
      @CGDive  3 года назад +1

      I'm a bit confused. Copy loc +copy rot is one of the techniques I show in this video. The other thing you need to do is disconnect the bones (NOT unparent). It's all in the video.

  • @stateoftheart0525
    @stateoftheart0525 Год назад

    excuse me Sir , this 2 methods still avalaible in the blender 3.6 ? or are there more methods in the current version?

  • @raimundoortins1038
    @raimundoortins1038 Год назад

    I downloaded a character but whenever I try to make poses it stretches too much, I want the character not to change, the option doesn't even appear in the Rig Properties. Do you know how I can disable this stretching?

    • @CGDive
      @CGDive  Год назад

      Can't say much since I don't know what kind of character you downloaded.

  • @llYuki0okami
    @llYuki0okami Год назад

    Can I make IKs Stretch without Squash in Rigify without this second armature? Uncheck Connected in DEF bones do nothing

    • @CGDive
      @CGDive  Год назад

      Ughhh. I don't understand the questions, sorry :)

    • @llYuki0okami
      @llYuki0okami Год назад

      @@CGDive 21:00

    • @CGDive
      @CGDive  Год назад

      @@llYuki0okami This should work. I am not sure if you follows the whole process or just unchecked the Connected option so I can't recommend anything.

  • @fflulu2654
    @fflulu2654 Год назад

    why my clear parent button is greyed out? thanks.

    • @CGDive
      @CGDive  Год назад

      Must likely there is no parent.

  • @pardismack
    @pardismack 3 года назад

    any information about how come that both stretchy bones with volume preservation and physics work when using Arigify?

    • @CGDive
      @CGDive  3 года назад +2

      That's not possible in general. There are some workarounds:
      -you can use shape keys to create the volume preservation
      -someone who is more experienced with Unity told me that in Unity you could use the "flat hierarchy" and then use special "hinges" to connect the physics objects. Not sure how it works exactly and if it's available in other engines.

    • @pardismack
      @pardismack 3 года назад +1

      @@CGDive thank you for the reply. I thought that Arigify already does it. Great series and Game Rig Tools is amazing.

    • @thinkinggrin165
      @thinkinggrin165 2 года назад +1

      @@CGDive Adding to the last part:
      Unreal Engine lets useres create there own rig hierarchy via there internal "Control Rig"-Update so it seems to me.
      But i am just a beginner myself.

  • @dragonsamurai559
    @dragonsamurai559 2 года назад

    My rig stretches when I don't want it to

    • @CGDive
      @CGDive  2 года назад

      I am not sure if you're just sharing something interesting or asking for help.
      If you need help, please share as many details as you can. There is nothing I can suggest at this point.

    • @dragonsamurai559
      @dragonsamurai559 2 года назад

      @@CGDive it's an annoyance. I'm not sure if anything can be done however. Basically if I make the model stretch his arm out he takes it literally. I can't straighten his arms or legs our without some form of stretch

    • @CGDive
      @CGDive  2 года назад

      @@dragonsamurai559 that is strange. What rig is it? Rigify or custom?

    • @dragonsamurai559
      @dragonsamurai559 2 года назад

      @@CGDive rigify

    • @CGDive
      @CGDive  2 года назад

      @@dragonsamurai559 Rigify limb stretch can be turned off. Watch from 3:30 in this video.
      Or maybe there is something I don't understand. Like the structure of the character's mesh does not allow you to straighten the arm or something like tha...