Great talk! -- Thanks for finally showing this off, Dave! 9:50 -- Just FYI: This tedious selection stuff could easily be automated by an in-scene gizmo-like workflow to add the proper components/bones automatically.
I was thinking this. The work flow is a bit back and forth. And visually searching through the hierarchy is very unintuitive. In effect the rig is spread across many different components, causing constant switching in the hierarchy. I really hope they can really bring this into 1 visual/interactive workflow in the 3D view using gizmos. The sooner the better. The target seems a good place to put the rig weights. i.e when you click target you can control the rig weight. Right now I have to find it in the hierarchy. Once I click that target, it should naturally allow me to control rig weight. Maybe I'm missing a trick.
This is my favourite talk so far. Something about having to learn rigging from scratch and now having the oppurtunity to learn it in Unity, an interface I am very familiar with already, and it being furture tech. I'm well positioned on this one.
Amazing! Special thank you for open sourcing this! And thank you for your hard work: so many places I could use these tools... Imagination runs wild! This can amp my animation workflows immensely!
Really wish there were more tutorials on this. Seems like nobody has really figured out how to use this yet. At least I can try to be one of the few people who started with it early on.
I bought Final IK as it looked solid and I'm going to try this also. Maybe one day I should do a comparison video ! I can't find too many tutorials for the tool in this video though.
"you can create animations right away in unity" "you can use animator to animate IK constratins" etc... And NONE of this works with the humanoid type of cahracter/animations... How comes? The whole workshop is focusing on animations for a "Humanoid" type of a character, but it only works (from Animator) for a generic type of armature and throws binding exceptions for Humanoid armature. Please, explain.
It works with Humanoid rigs - there's going to be an issue somewhere else that's causing it not to work. One issue I just came across, was a tonne of error when I copied the Rig for an Override Transform Constraint. You need to change the names so they're different or the engine probably doesn't know what you're referring to (this is my analysis)...
@@dudley0007 because unity Animator says, that whatever you animate with Rigging tools is already animated by humanoid rig and the former is going to be ignored. So, I still doubt the Animator supports this type of constraints animation along with humanoid animations. The only way I see is to animate constraints in code.
@@dftpunk I'm not 100% sure what you mean but I have been using the Animation Rigging system on my Humanoid rigs over the past few weeks now. The model has to be rigged to use the Animation Rigging system.. Simply explained, the IK system basically overrides/ blends the animation that is playing at that time with the new information you give it (using the Animation Rigging system). If it's not working with your Humanoid rig it isn't an issue with Unity, basically.. if that makes sense?
@@dudley0007 hey! Thanks for the answer. Let me explain clearly. There's no issue with humanoid character and animation rigging package. However, there's a limitation, to animate your rig constraints by an Animator component which is animating your character. E.g. 1) you have a humanoid character 2) that character has an Animator component assigned to it 3) you have a layer in Animator with, let's say, walking animation you've imported with your fbx, or downloaded from mixano or anywhere else and it is not read only 4) you also has a rig and rig layers on your character The issue starts here: 5) e.g. I want to animate few constraints (two bone IK or parent) I have on my character within the "walking" animation clip. 6) Animator throws a warning, that I am trying to animate armature, that is handled by humanoid avatar already, so all of my IK constraints animations are being ignored. If you say that the above works for you and in your general humanoid animation you can also animate few constraints of the rigging package, I would really love to see how it works for you. Because, that is not working for me and everywhere in the internet and official documentation I see evidences that it is not at all supported or possible.
Great talk! -- Thanks for finally showing this off, Dave!
9:50 -- Just FYI: This tedious selection stuff could easily be automated by an in-scene gizmo-like workflow to add the proper components/bones automatically.
I was thinking this. The work flow is a bit back and forth. And visually searching through the hierarchy is very unintuitive. In effect the rig is spread across many different components, causing constant switching in the hierarchy. I really hope they can really bring this into 1 visual/interactive workflow in the 3D view using gizmos. The sooner the better.
The target seems a good place to put the rig weights. i.e when you click target you can control the rig weight. Right now I have to find it in the hierarchy. Once I click that target, it should naturally allow me to control rig weight. Maybe I'm missing a trick.
This is fantastic. I'm not an artist and I understood everything here. I feel like I know what rigging is now.
This is my favourite talk so far. Something about having to learn rigging from scratch and now having the oppurtunity to learn it in Unity, an interface I am very familiar with already, and it being furture tech. I'm well positioned on this one.
Amazing! Special thank you for open sourcing this!
And thank you for your hard work: so many places I could use these tools... Imagination runs wild! This can amp my animation workflows immensely!
It helps to play this at 1.5x. Incredibly useful!
rude
try 1.25x at least
I've been using Final IK for a while and I'm excited to see how this can compete.
same
For one thing, Final Ik does not allow you to create rigs and this does... right?
Great talk, awesome tool! Looking forward to jumping in with it.
i hope to see weight painting capsules so we can modify a weights painting dynamically.
looking forward to that 2019.3 release, this looks great
What about the gum road link you talked about
Really wish there were more tutorials on this. Seems like nobody has really figured out how to use this yet.
At least I can try to be one of the few people who started with it early on.
I bought Final IK as it looked solid and I'm going to try this also. Maybe one day I should do a comparison video ! I can't find too many tutorials for the tool in this video though.
is it possible to watch the workshop somewhere?
I opened the sissograph scene and everything is pink.
Download it with sourcetree.
need a built in duplicate selected transforms button, i guess i could write my own thou
that's the way to go
could this package eventually become an alternative to FinalIK?
already is
finally my dream come true
"you can create animations right away in unity"
"you can use animator to animate IK constratins"
etc...
And NONE of this works with the humanoid type of cahracter/animations...
How comes? The whole workshop is focusing on animations for a "Humanoid" type of a character, but it only works (from Animator) for a generic type of armature and throws binding exceptions for Humanoid armature. Please, explain.
It works with Humanoid rigs - there's going to be an issue somewhere else that's causing it not to work. One issue I just came across, was a tonne of error when I copied the Rig for an Override Transform Constraint. You need to change the names so they're different or the engine probably doesn't know what you're referring to (this is my analysis)...
@@dudley0007 because unity Animator says, that whatever you animate with Rigging tools is already animated by humanoid rig and the former is going to be ignored. So, I still doubt the Animator supports this type of constraints animation along with humanoid animations. The only way I see is to animate constraints in code.
@@dftpunk I'm not 100% sure what you mean but I have been using the Animation Rigging system on my Humanoid rigs over the past few weeks now. The model has to be rigged to use the Animation Rigging system.. Simply explained, the IK system basically overrides/ blends the animation that is playing at that time with the new information you give it (using the Animation Rigging system). If it's not working with your Humanoid rig it isn't an issue with Unity, basically.. if that makes sense?
@@dudley0007 hey! Thanks for the answer. Let me explain clearly. There's no issue with humanoid character and animation rigging package. However, there's a limitation, to animate your rig constraints by an Animator component which is animating your character. E.g.
1) you have a humanoid character
2) that character has an Animator component assigned to it
3) you have a layer in Animator with, let's say, walking animation you've imported with your fbx, or downloaded from mixano or anywhere else and it is not read only
4) you also has a rig and rig layers on your character
The issue starts here:
5) e.g. I want to animate few constraints (two bone IK or parent) I have on my character within the "walking" animation clip.
6) Animator throws a warning, that I am trying to animate armature, that is handled by humanoid avatar already, so all of my IK constraints animations are being ignored.
If you say that the above works for you and in your general humanoid animation you can also animate few constraints of the rigging package, I would really love to see how it works for you. Because, that is not working for me and everywhere in the internet and official documentation I see evidences that it is not at all supported or possible.
Maya will one day be obsolete.