Blender Tutorial - Rigging hair and clothes with physics + FK for ANY character! (2.9/3.0)
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- Опубликовано: 3 апр 2022
- It is a blender 2.9/3.0 tutorial for rigging. You will learn how to rig your characters' hair and clothes with a hybrid rigging system combines both physical simulation and FK controls.
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Download link for model:
booth:
seanlau708.booth.pm/items/377...
Gumroad:
seanlau708.gumroad.com/l/phys...
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粉くん
Twitter: / 708seanlau
Email: seanlau0708@gmail.com
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■Background Music
しゃろう 様
アトリエと電脳世界 (Atelier and the Cyber World)
• 【30分耐久フリーBGM】アトリエと電脳世界...
わざわざ、日本語でチュートリアルを作ってくれてありがとうございます。Thank you for taking the time to make the tutorial in Japanese.
I hate how long it took me to find this tutorial. This should be the first result that appears when looking for rigging clothes/hair.
難しい内容を分かりやすく解説してくださり有難うございます。
いつも髪と服のリギングはどうすればいいか悩んでましたが、この動画を見ると明るくなりました!この作り方を教えてくれてありがとうございます!
I have found this tutorial profoundly useful! I followed along with the English captions from start to finish without problem (apart from the problems that arise with the steep learning curve of rigging in Blender). I managed to give my character long bangs instead of a pony tail, and paired it nicely with the skirt tutorial you made!
THANK YOU SO MUCH FOR THE GOOD WORK YOU DO!
This is the most helpful video for understanding rigging I've ever seen. Thank you for publish it.
I'm surprised your skill !
この動画のおかげでrigifyに揺れもののボーンを追加する方法がわかりました!ありがとう!とっても助かりました!
クロスシュミレーションで作った服のリギングしたくてこういう動画探してました。想像以上に複雑で衝撃でした
ありがとうございます!参考にします。
良いチュートリアル見つけた!日本語上手ですね!!
Thank you so much for English captions! And how to combine it with other rigs! I'll try my best to use this on my characters!
Very detailed and useful teaching, which makes me feel that many things are explained very simple and easy to understand, thank you very much
Thank you so much for the English captions and speaking slowly. It really helped as I followed along!
粉くんは神
Thanks man, this is incredible tutorial, keep it up man
THANK YOU SO MUCH!!! you´re videos are pure gold
That's awesome.... 👏👏👏 Thank you for the effort to make this tutorial
You know that you are doing well when you saw english comments on your japanese video. Man I love the world where we can talk with people around the world
日本語で教えて頂きありがとうございます!
What a lovely tutorial! Thank you very much~ 💖
My search ends, I can practice 3d rigging and animation once more thanks so much. I hope to learn a lot from you. Subscribed
Thank you so much for the wonderful tutorial.
Im going to need to watch this at 0.5 speed with captions %200 size
amazing and thanks
thank you ,this is awesome
awesome and very useful video! 😃
This tutorial is a real gem, i'm currently using this technique (in a bigger scale) to make some physic for gears like capes
Feels a bit long to make, but the results are promising .
i like your idea
Thank you
Thank you very much! Love from Bangladesh!
太感謝你的解說了,我現在就卡在不知道該用物理演算處理衣服還是該用綁骨架的方式控制衣服。原來要兩者一起用啊!
thank you
00:00 Intro
00:32 Purpose and usage
01:40 Tutorial start
01:56 Creating bones
03:52 Creating dynamic mesh
04:58 Weightpaint the mesh
06:19 Add constraints
07:20 Add FK controls
08:35 Parent dynamic mesh to rig
10:09 Rigify (explanation of what it is)
11:00 Rigify workflow
12:45 Join rigs
14:52 Adding collision detection object
Thank you for the time stamp! I really appreciate it!
2:25 ヘアボーンの作成とネーミング
3:00 ボーンをレイヤーにマーキング
3:30 物理演算用のボーンをコピーしてネーミングし、変形をオフにする
5:45 物理演算用のメッシュとボーンが一緒に動くようにする
7:20 FKボーンが物理演算ボーンを追随するようにする
8:45 FKボーンとメッシュが同じ動きをするようにする
多谢Konak老师超级用心的教程!!! 原理和操作都非常新手友好qvvq。卡关了好久要怎么做头发的绑定和物理模拟结合起来,用老师的方法成功做了出来www,非常感谢!
I like how the example is kaf
とても参考になる動画をありがとうございます。
すみません、質問なのですが
0:15のように髪のボーンが何本もあるものを作る場合、
9:50で出来たリグ(FKボーン、physicsボーン、布物理演算メッシュで1セット)を
何セットも複製して髪に合わせてならべるのでしょうか?
現在やってみているのですが、
FKのボーンは髪のカーブにそってボーンを配置しなおす事ができるのですが、
physicsのボーンと布物理演算のメッシュがFKのボーンについてこず、動かせません・・
または、まず髪全体のFKのボーンを組んでから、髪全体の大きさの布物理演算のメッシュを
作っていくのでしょうか・・?
Found the issue! I copied bones from a rig instead of creating the rig from scratch. It just shows there's no shortcuts to good work.
Здорово! Продолжай радовать сложными штуками. Hello from Russia. Continuous please different difficult thing !
It would be great if you made a tutorial on exaggeration acting animation. Not like some monotonous walk/run cycle like other videos.
Can use with auto rig pro ?
muito bom
You´re a GOD! thank you for the tutorial!
I am having an issue where when I go to parent the phys bone to the "ponytail_parent" the ponytail parent does not show up in the chain. There must be some type of parenting issue or layer view issue not sure, any help you have in mind would be appreciated. :D 9:04 is where I am talking about specifically.
It seems that even without setting “raw-copy” bones, just setting "super copy"bones is enough to make it work
即便不用设置那些“raw -copy”,只设置“super-copy”也没什么问题的样子,只不过fk控制骨的约束对象会变成“ORG-”前缀的那些骨头而已
@@user-eh4rk7xp2x 感謝回覆!我沒想到真的有人會去試rigify的部分,感覺rigify還不是很多人用
話說回來,設成raw-copy的話只會生成原本的骨,只有一根
設成super-copy的話會生成原本的骨+ORG那根,會有兩根
就會生成多了一根用不著的骨,實際上分別其實不大,但我會rig盡量看起來整潔一點,盡量不要有多餘的骨,所以選raw的
@@seanlau708 哦哦 明白了~话说你是日本人?还是中国人?
@@user-eh4rk7xp2x 香港人
老师,怎么把做好的物理骨骼添加到ARP的绑定中呢?
10:00
gets really difficult after the 10 minute mark but I am going to try my best to combine this tutorial with auto rig pro :D
11:00
did you do it?
お世話になってます!質問なのですが、どうしてもメッシュをリギングするところがうまくいかず、ついてきてくれません。その前までは動き的にうまくいっていると思うのですが、どうしてもメッシュがついてこず..何か考えられる原因はありますでしょうか..ご教授いただければ幸いです💦
You saved me thanks a lot
べんきょうになります
A R I G A T O !
Strange once I complete the rig, I cannot connect it to my rig. I have Rigify but I cannot add it to my rig.
There is two ways to connect the physical rig to your rigify rig
one is to build all the rigs and parameters on your metarig. And then generate a rigify rig with it. Like what I did in the video.
There are several situations that will encounter an error.
One is the rigify type. Is the rigify type set correctly? Are the relink constraints turned on?
Another is the naming. Is the constraints named with “CTRL:” correctly?
Also the parent of those physics calculation objects should be set correctly. In my case, they are parented to the “parent bone” of each bone chain in the generated rig. Not the metarig.
The second way to connect is to make two seperate amature objects. One set is your rigify rig, one set is your physics rig. Then you can just use a “child of” constraint to parent the physics bones to the main rigify bones.
Nevermind I figured it out the trick in my case is to move to the corresponding area in my case the torso, then CTRL+J from there Data object properties, SHIFT+ Select your Layer and it should be there. Other that that my first comment remains the same Excellent Tutorial! :)
@@seanlau708 I added the physical rig to a premade Rigify rig and no luck, so I may have to start over to see what I missed. But what's interesting, it that I was ably to add it to my mesh but the mesh won't move as well. Again it's something I'm missing as I followed your video perfectly and everything else worked.
@@seanlau708 I found the error when setting the rigify type, it's not there, this is why the first way failed for me. I already made the rig so it cannot work. I'll try the second way to see how it goes. Also Thanks for all your tips and help.
ARIGATO GOSAIMASU SENSEI :)
非常不錯的教學片
請問你有中文頻道嗎?
我只有這個頻道,不過有問題的話可以照用中文問也沒關係
@@seanlau708
メモ10:09
4:23
taking looks like hongkonger 😂
Yes, I am
bro retired from desney...