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 !
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!
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
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!
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 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
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?
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.
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.
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
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
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.
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?
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.
@@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.
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.
@@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
@@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...
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 !
Nice!
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.
Glad it was helpful!
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)
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!
Your channel should be noticed more. This solves a great problem.
Maaaaan I wish FBX would support non-inherited scale already. This is an awesome workaround!
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
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!
Ah, no, I don't, sorry!
Ohh I am super hyped for your addon! Will surely keep an eye out for when it comes out
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
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
Cool! Also check out our addon which automates these workflows.
ruclips.net/video/iZBx1I7vmQ0/видео.html
@@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
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?
This saved my ass for the second time now (forgot), thank you!
Nice 👍🏻
You guys are awesome
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.
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.
thanks mate!
Thanks as always man! Keep rocking!
well done ..
Good Work, waiting for fps hands rigs...
I'll most likely work on FPS hands but it may take a while tho :)}
@@CGDive thats awesome man 😃
@@btiwari-games5279 Thanks man!
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
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
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.
excuse me Sir , this 2 methods still avalaible in the blender 3.6 ? or are there more methods in the current version?
Yes, it is
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?
Can't say much since I don't know what kind of character you downloaded.
Can I make IKs Stretch without Squash in Rigify without this second armature? Uncheck Connected in DEF bones do nothing
Ughhh. I don't understand the questions, sorry :)
@@CGDive 21:00
@@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.
why my clear parent button is greyed out? thanks.
Must likely there is no parent.
any information about how come that both stretchy bones with volume preservation and physics work when using Arigify?
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.
@@CGDive thank you for the reply. I thought that Arigify already does it. Great series and Game Rig Tools is amazing.
@@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.
My rig stretches when I don't want it to
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.
@@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
@@dragonsamurai559 that is strange. What rig is it? Rigify or custom?
@@CGDive rigify
@@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...