Love this video? Then check out my latest short film BLACK CURTAIN: The Fear. Out now! BLACK CURTAIN: The Fear ruclips.net/video/Hl8EpIU3iRI/видео.html
I cannot explain how thankful I am for your content. This is incredible that you spend so much time and care into these gems of videos. I'm an indie dev and have been working to find my character modeling pipeline, but I've had to restart a few times. I stumbled on your videoq 4 days ago, and have completely re-modeled my character from scratch, following your tutorials. I cannot tell you how much better the model is now. The flow is so good and I can't wait to rig it. I was getting desperate because I couldn't figure out how to model a human correctly and you have come from the heavens to save me. Following your tutorial has taught me so much. This has given me sooo much motivation to work on my game (which is a dating game and involves a lot of characters), every day at work I'm just waiting to go back home so I can model. You are literaly the reason for it. I'm so thankful for your work !! Thank you so much ! I can't wait to see the rest of your rigging series !! Also, do you have a patreon or do you accept donations ? I want to pay you for this amazing service
Thanks Esther for the kind words! I'm glad the the videos have been so useful for you! At the moment I haven't got a patreon, but I am working on something, so stay tuned for that and a few other cool announcements! :)
After following the modeling, sculpting, and retopo videos I'm looking forward to learning enough to come back to this one. I don't even know why I watched the whole thing, this is still beyond what I know about Blender.
I'm binging all your videos man. And it's like you're listing out why my previous rigs were bad. Thanks for this gold content! I'm gonna rig my characters for my short film. I'm gonna thank you in the credits! :)
I have never rigged anything before so I'm very glad that you showed us the basics of every rigging method first! This was so informative and easy to follow and understand even for a complete beginner like me! Thank you!
I have been planning a small animated project for some time ... I was sure that its implementation would be very complicated (I am a newbie in the subject of 3D graphics), but from the moment I found your tutorials (I learned a lot, you have the gift to share knowledge ) I know I can handle my project. Honestly, I can't wait to start it.
Loving the content Dikko, much appreciated! I've been learning Blender for the last few years and I could have done with your vids from day one. Just a little critique though, the music in this video was really distracting. Every time you paused it built up, might be worth just having it low in the background. Again, LOVING your content!
Dike-o ain't for newbies but he really has improved on teaspooning more complex topics. First tutorial where I was able to actually learn IK. He's an OG for sure.
Man.. I've been looking for something like this all day long, trying out different methods and what not.. and now I finally found it, the perfect tutorial! Thank you!! Liked and subscribed.
Very nice tutorial, comprehensive and detail. Just a little suggestion perhaps you can attach the object like you did in your Rigging for Beginner tutorial, so all of your viewers can also try to follow along your nice tutorial.
for those in 4.0, the spline normals are activated next to viewport overlay in the edit mode of the bezier curve Also, for the spline ik tutorial, the part where you need to stop the end of the chain from going off course is no longer necessary (for my spine at least, maybe your spine is dumb and collapses in on itself or something)
Tip for 18:10 . Unhiding selects all previously hidden items but doesn't mess with your active selection, so you could hide with "H", then make the intended parent active by selecting it, then unhide "Alt + H" and you'll have the correct selection to parent properly.
Dikko, your tutorials are a gold mine! I love everything about them especially the chapters divisions you implemented in this course. It would look even cooler if for example "how to build" and other minor words were of smaller font and main words like "FK RIG" were written in a larger size font.
No joke, it took me 8 HOURS to complete this single follow along tutorial. 6 of those specially on the Bendy bones system, I couldn't make it work at all... until the very last time xD But damn it was kinda worth it. Thanks a ton Dikko.
First time is always the hardest. I think my first human rig took about a month to complete? Now I can usually make one from scratch (if i commit) in a couple days.
I learned a lot of new things from this video! How did I not know about the viewing options to hide mesh or other bits for the last 5 years? Thank you!
I basically followed this video on hard difficulty mode. Automatic weights completely failed my very stylized arm sculpts so I had to weight paint, and it was so unintuitive at first, but I got the hang of it and finished the video!
Ctrl Shift C (copy transforms) key can be taken over by screen capture stuff like icecream screen capture tool. I blamed windows 10, but it's an add on. So if your use of that combination just causes screen capture, go look at installed software. That shortcut is much safer than trying to figure out the individual steps.
Concerning the spline IK rig. Anyone know if it's possible to have the hook bones scale affect the deform bones scale? Like if the middle hook bone was scaled up on the local X-axis, the middle deform bone would copy the hook bones scale and the rest of the deform bones would interpolate based on the three hook bones scales?
You can do that with constraints! The thing about that though is that the hook is affecting the intensity of the curve bezier. So if you combine a contstraint of the deform joints and also have the hook, the bones will scale while also being affected by the spline IK, Could lead to some interesting rig set ups though!
@@Dikko Thanks for your reply! I also found an alternative approach which uses drivers and seems to work pretty well. 1. Make sure the Spline IK contraint on the deform bone chain tip has "Use Curve Radius" enabled 2. Select the bezier curve and in Edit Mode select a curve point and in the sidebar under the "Item" category should be the Radius property. 3. Add a driver to the radius property that links to the corresponding hook bones local X- or Z-axis scale. Now scaling the hook bone on the local X-axis will scale the deform bones. You can still scale the hook bone on the local Y-axis to affect the intensity of the curve. The one caveat with this is that you can't affect the deform bones local X- and Z-axis scales individually,
Thank you so much for the great tutorial! I am recommending this to anyone who asks me anything about rigging! Do you think bendy bones are a good choice for a shape like a snake who should be able to coil up?
I pray for this level of motivation each and every day! Great tut, now back to trying to grow my mushies, or make music, or learn how to live off grid or build an app... FML!!
Hello yisus it's me again lol, Dillon thanks again and I wanted to ask how can I use all of them into my model without making a switch or is the switch necessary?
42:00 How are you able to see a bone within a bone. On my screen, the bigger bone encompasses, or is on a layer above the smaller one. Visibility is turned off for the little bone. I can turn on Wireframe 'mode', or 'Toggle X-ray' to see them. However both those options are not active during this time in the video, so I am very confused.
thank you, the only problem i have is that i'm not finding a way to have this IK spline, and an regular ik in the same arm, or an IK spline that acts as a regular IK but can also stretch
are you going to go over Spline IK > IK/FK switches in your rigging series? I got the basics of IK>FK switches from your previous rigging vids, but I'm struggling to wrap my head around the specifics of adding switch functions to a Spline IK chain, and there aren't any tutorials on that element that I can find Great tutorial (as usual), really glad I stumbled onto your channel! Looking forward to the rest
Followed along the Spline tutorial, for some reason my hand scales in on itself when I bring it closer to the middle controller? I have tried various ways to stop this but I cant stop it?
Hi. Why did we press Shift + N and selected active bone? I didn't understand it. Sorry, I am bad to listen in English. I red the transcript but I didn't understand.
at the 30min mark explanation i was very confused cuz it didnt do the same as you on the parenting... actually it worked as i parented the DEF_BB_hand.001 to MCH_BB_arm.OUT.001 instead of the other way around ;) or i listened in reverse?
I'm trying to follow along, but right when the rig is bound to the object for the first time, the different arms want to follow each other's bones, as if they're all invisibly connected. I'm using arms I made with your modeling tutorial (great one btw), but since you had them separate, i detached mine from a copy of the model in a new project, capped off the ends, and copied them all in a similar layout to this video. My armature is all one object as well, yet mine seems to have problems with them all wanting to follow each other. What could I be doing wrong? I made sure all modifiers and vertex groups were clear before binding them to the rig. The only differences I can see is, judging by the size of the grid in the video, is that mine are much smaller, and that I'm using blender 3.0 Any idea what's going wrong? Edit: Even by making them all separate objects, they still deform in clearly wrong ways 2nd Edit: making entirely new objects fixes the issue, however I am worried that perhaps I broke something while making my model, could that have been the case, or was it a consequence of taking the arms off an existing model and capping them and all that?
The bendy bone part is very unclear because when those bones are overlaping its not quite clear with one you need to parent to who. None the less love your tuts man!
Hello, When I setup the ik , I have one problem. When do not use pole vector, the ik is corrent. but when i set the pole vector, the ik will not bend. I have cleared the parent relationship. I setup the bone in a straight line with both x and y equals 0. I checked multiple times and do not know why
i want to ask a question that in FK why did you duplicated the rig and then moved it to a new layer and then attached control to the duplicated rig..... was that to be organized or it was on purpose?
Dikko, I just discover your tuts and they are great! In the previous tut you said that to export a spline IK (chapter 4) animation, anadditional rig with unparented bones is needed to make it to work. Any chance you may make a tutorial on this? I tried to get there but it's not working and I'm not sure which steps I'm missing. Thanks!
Blender Rigs Setup are more flexible than Maya rigs Maya always throws you cyclic errors in Bendy setup or later stages which is very painful things to fix . I think Blender Once have Developed Paint weights mechanism there like Maya it will Defiantly winner
Amazing and helpful as always! I have a question about the spline IK setup regarding if there is a way to maintain the length of the limb. I'm asking because I want to know if this will work on a creature tail. I like how you have it set up but I don't want the tail to get longer as I move the handles. Any help is appreciated and thank you for putting out this info!
I am modeling in Blender, with the idea of possibly moving the character to Maya. Is it better to rig the character in Blender and move it to Maya? Or import into Maya and rig it there? Thanks! And if you felt inclined to do a video about moving a Blender character to Maya, that would be super cool too. :D
🙋♀️Question: what if I want to use deform bones in the spline rig to scale parts of the mesh (like change the mesh thickness)? How do I get only one bone to scale, without affecting all the child bones down the line? 🥴
Love this video? Then check out my latest short film BLACK CURTAIN: The Fear. Out now! BLACK CURTAIN: The Fear
ruclips.net/video/Hl8EpIU3iRI/видео.html
The adding BBones to FK IK is amazing. Wrist twists never looked better.
So much content its hard to keep up, its impressive how dedicated you are. Amazing channel Dikko
Lockdown gives me a lot of time on my hands :)
@@Dikko Then lockdown more increased
If i were in college this would be one of my favorite courses. This is so appreciated thank you!
I cannot explain how thankful I am for your content. This is incredible that you spend so much time and care into these gems of videos. I'm an indie dev and have been working to find my character modeling pipeline, but I've had to restart a few times. I stumbled on your videoq 4 days ago, and have completely re-modeled my character from scratch, following your tutorials. I cannot tell you how much better the model is now. The flow is so good and I can't wait to rig it. I was getting desperate because I couldn't figure out how to model a human correctly and you have come from the heavens to save me. Following your tutorial has taught me so much. This has given me sooo much motivation to work on my game (which is a dating game and involves a lot of characters), every day at work I'm just waiting to go back home so I can model. You are literaly the reason for it. I'm so thankful for your work !! Thank you so much ! I can't wait to see the rest of your rigging series !!
Also, do you have a patreon or do you accept donations ? I want to pay you for this amazing service
Thanks Esther for the kind words! I'm glad the the videos have been so useful for you! At the moment I haven't got a patreon, but I am working on something, so stay tuned for that and a few other cool announcements! :)
After following the modeling, sculpting, and retopo videos I'm looking forward to learning enough to come back to this one.
I don't even know why I watched the whole thing, this is still beyond what I know about Blender.
thanks for watching even if you aren't at the rigging stage yet, at least you will have an idea of what you're getting into when you do!
I spent a day working on learning this by the video, I can't imagine how long I would need to learn all these without this video. Thank you!
You're a legend Mate keep it up, this helps me transfer my Maya knowledge across so much more easily.
Thanks for watching!
Absolutely fantastic! I audibly gasped when you got the forearm twists working. Thank you for sharing!
Dikko is an excelent teacher!! Thanks, man! This was the best rigging tutorial I've watched!
Thanks mate! More coming soon!
I'm binging all your videos man. And it's like you're listing out why my previous rigs were bad.
Thanks for this gold content! I'm gonna rig my characters for my short film. I'm gonna thank you in the credits! :)
I have never rigged anything before so I'm very glad that you showed us the basics of every rigging method first! This was so informative and easy to follow and understand even for a complete beginner like me! Thank you!
Glad it was helpful! thanks for checking out the video
It's really hard to find this type of information, thank you very much.
Saved my day with the cartoonist stretchy hand rig! 😁 Love this content.
Glad its been useful already :)
I have been planning a small animated project for some time ... I was sure that its implementation would be very complicated (I am a newbie in the subject of 3D graphics), but from the moment I found your tutorials (I learned a lot, you have the gift to share knowledge ) I know I can handle my project. Honestly, I can't wait to start it.
Cant wait to see the final result!
Loving the content Dikko, much appreciated! I've been learning Blender for the last few years and I could have done with your vids from day one. Just a little critique though, the music in this video was really distracting. Every time you paused it built up, might be worth just having it low in the background. Again, LOVING your content!
Thanks! i recently changed up my audio editing set up so I'm still working out the kinks. Thanks for the feedback!
Dike-o ain't for newbies but he really has improved on teaspooning more complex topics. First tutorial where I was able to actually learn IK. He's an OG for sure.
Great tutorial Spline IK's were just what i needed for a lip rig
Glad I could help!
Man.. I've been looking for something like this all day long, trying out different methods and what not.. and now I finally found it, the perfect tutorial! Thank you!! Liked and subscribed.
Good tutorial, the music is driving me crazy tho
Very nice tutorial, comprehensive and detail. Just a little suggestion perhaps you can attach the object like you did in your Rigging for Beginner tutorial, so all of your viewers can also try to follow along your nice tutorial.
Thank you so much for this tutorial!
Thank you for the nice series!! Enjoying them so far. Your pace of teaching is just perfect!
for those in 4.0, the spline normals are activated next to viewport overlay in the edit mode of the bezier curve
Also, for the spline ik tutorial, the part where you need to stop the end of the chain from going off course is no longer necessary (for my spine at least, maybe your spine is dumb and collapses in on itself or something)
Tip for 18:10 . Unhiding selects all previously hidden items but doesn't mess with your active selection, so you could hide with "H", then make the intended parent active by selecting it, then unhide "Alt + H" and you'll have the correct selection to parent properly.
Thank you man 🙏 cant wait for face rig tutorial
I hardly reccomened to watch oficial blender tutorial before this gold mine tresure chest.
Dikko, your tutorials are a gold mine! I love everything about them especially the chapters divisions you implemented in this course. It would look even cooler if for example "how to build" and other minor words were of smaller font and main words like "FK RIG" were written in a larger size font.
No joke, it took me 8 HOURS to complete this single follow along tutorial.
6 of those specially on the Bendy bones system, I couldn't make it work at all... until the very last time xD
But damn it was kinda worth it. Thanks a ton Dikko.
First time is always the hardest. I think my first human rig took about a month to complete? Now I can usually make one from scratch (if i commit) in a couple days.
@@Dikko Indeed, once we understand what's supposed to happen, the process gets much faster. Thanks for the comforting words xD
@@Dikko what would you say? is it worth it, to make it all by yourself or doing tools the same work in much faster and same quality?
@@RogerHazelwood it’s always worth learning how it all works so when the plugins eventually can’t do what you need done, you can build it yourself
I've always wondered about Spline IK. Now I see, it's the Max Fleischer rig! Ha ha!
I learned a lot of new things from this video! How did I not know about the viewing options to hide mesh or other bits for the last 5 years?
Thank you!
Scale B-Bones in 4.0 and Higher: CTRL+Shift+Alt+S
THis is absolutely amazing Dikko! Thnak you!
If nobody has said it before. It'd be greatly appreciated for you to show your hierarchy in case we can't follow along with all of the keys pressed
Thats mate. I have been look all morning to find a way to do a simple rig with controllers, but with no luck. This has helped enormously.
I basically followed this video on hard difficulty mode. Automatic weights completely failed my very stylized arm sculpts so I had to weight paint, and it was so unintuitive at first, but I got the hang of it and finished the video!
I see Dikko, I like
Strrrraight up😤
The music is better than the tutorial (joking, very useful)
from where am'I supposed to get these files?
Hell yeah, new video!
Great Rig Tutorial DIkko, thank you for making it !
Would love to see a detailed video on using the lighting objects (sun, area, spot) in grease pencil 2D.
fantastic video :) thank you for this great information ! !
Glad it was helpful!
very helpful
If anyone is having trouble with the bendybone wrist, specifically the easing in and out, in Blender 3.0, try setting the values to -1 instead of 0
Ctrl Shift C (copy transforms) key can be taken over by screen capture stuff like icecream screen capture tool. I blamed windows 10, but it's an add on. So if your use of that combination just causes screen capture, go look at installed software. That shortcut is much safer than trying to figure out the individual steps.
i love ur vids bro i learned a lot but idk if anyone els is having a problem paying attention with the music.
37:05 don’t mind the time stamp, I just need it for rigging lmg belts
Спасибо за хороший Гад!
Brilliant. As always
Thank you! Cheers!
"In 20 min" * cries in 3 days *
"A lot of mental concentration" * cries more *
fantastic! thank you very much!
Please make on " Snake rigging" Or "cobra head rigging"
cant wait for animation tutorial
OMG!!!! AMAZING WORK THANK YOU SO MUCH !
No problem 😊
My dude i love your tutos but damn this music. it's a nightmare
Concerning the spline IK rig. Anyone know if it's possible to have the hook bones scale affect the deform bones scale? Like if the middle hook bone was scaled up on the local X-axis, the middle deform bone would copy the hook bones scale and the rest of the deform bones would interpolate based on the three hook bones scales?
You can do that with constraints! The thing about that though is that the hook is affecting the intensity of the curve bezier. So if you combine a contstraint of the deform joints and also have the hook, the bones will scale while also being affected by the spline IK, Could lead to some interesting rig set ups though!
@@Dikko Thanks for your reply! I also found an alternative approach which uses drivers and seems to work pretty well.
1. Make sure the Spline IK contraint on the deform bone chain tip has "Use Curve Radius" enabled
2. Select the bezier curve and in Edit Mode select a curve point and in the sidebar under the "Item" category should be the Radius property.
3. Add a driver to the radius property that links to the corresponding hook bones local X- or Z-axis scale.
Now scaling the hook bone on the local X-axis will scale the deform bones. You can still scale the hook bone on the local Y-axis to affect the intensity of the curve.
The one caveat with this is that you can't affect the deform bones local X- and Z-axis scales individually,
where I can get this hand to follow tutorial ?thanks
19:54 when I make pole target so bones don't move like yours
Wow this is a great tutorial!! I really wish I could see the armature hierarchy in your outliner tho ;;
Great tutorial
Can you please make a video on how to use bendy bones for facial rig
Thank you so much for the great tutorial! I am recommending this to anyone who asks me anything about rigging! Do you think bendy bones are a good choice for a shape like a snake who should be able to coil up?
solid tut brother :)
Sir where can i Download the hands so i can keep up with the Tutorial
I pray for this level of motivation each and every day! Great tut, now back to trying to grow my mushies, or make music, or learn how to live off grid or build an app... FML!!
Hello yisus it's me again lol, Dillon thanks again and I wanted to ask how can I use all of them into my model without making a switch or is the switch necessary?
In general we will be giving custom bone shapes to the deformation bones itself right? why to have a duplicate copy of that structure?
42:00 How are you able to see a bone within a bone. On my screen, the bigger bone encompasses, or is on a layer above the smaller one. Visibility is turned off for the little bone.
I can turn on Wireframe 'mode', or 'Toggle X-ray' to see them. However both those options are not active during this time in the video, so I am very confused.
I might give A Spline IK a Go, however due to it Ben planned for a Tail on a Dragon tail,
I more then likely go with an IK rigging.
thank you, the only problem i have is that i'm not finding a way to have this IK spline, and an regular ik in the same arm, or an IK spline that acts as a regular IK but can also stretch
i went through whole process step by step but arm is not bending..its rotating around but not bending..can anyone suggest what the issue could be
are you going to go over Spline IK > IK/FK switches in your rigging series? I got the basics of IK>FK switches from your previous rigging vids, but I'm struggling to wrap my head around the specifics of adding switch functions to a Spline IK chain, and there aren't any tutorials on that element that I can find
Great tutorial (as usual), really glad I stumbled onto your channel! Looking forward to the rest
Yes I will be :) Thanks for watching!
Followed along the Spline tutorial, for some reason my hand scales in on itself when I bring it closer to the middle controller? I have tried various ways to stop this but I cant stop it?
"name bones so you know which bones ar for deform and which for control"
blender 4.0: i gonna end this man's whole career
Hi. Why did we press Shift + N and selected active bone? I didn't understand it. Sorry, I am bad to listen in English. I red the transcript but I didn't understand.
Doesn't the stretch to constraint automatically make the bone aim at the target? The damped track seems redundant.
Later versions of Blender make made it so damped track is no longer required.
"in 20minutes we've got [...]"... i need around 6 hours for this 20minutes xD
Hi! Do you have the arm posted somewhere to follow along with?
No not at this time
20:45 it's not working for me, it's just staying in a straight line after I added the pole 🤔
Add a slight Bend in the arm in edit mode.
@@Dikko omg that's it ty😱
Why exactly do we need global control on IK rig? I'm pretty new to rigging and I don't really understand this part
Control Alt S isn't working anymore as bone size, Now it's like incremental saving in 4.0.1 at least
I think it’s just alt-s now?
at the 30min mark explanation i was very confused cuz it didnt do the same as you on the parenting... actually it worked as i parented the DEF_BB_hand.001 to MCH_BB_arm.OUT.001 instead of the other way around ;) or i listened in reverse?
Doesnt blender have an automatic ik rig these days?
Is it nessesary to build separate rigs for ik and fk?
excellent
Is it possible to somehow bake the bendy bones deform to a mesh itself? With blendshapes or whatever. Or it's just not worth the hassle?
I'm trying to follow along, but right when the rig is bound to the object for the first time, the different arms want to follow each other's bones, as if they're all invisibly connected.
I'm using arms I made with your modeling tutorial (great one btw), but since you had them separate, i detached mine from a copy of the model in a new project, capped off the ends, and copied them all in a similar layout to this video. My armature is all one object as well, yet mine seems to have problems with them all wanting to follow each other.
What could I be doing wrong? I made sure all modifiers and vertex groups were clear before binding them to the rig. The only differences I can see is, judging by the size of the grid in the video, is that mine are much smaller, and that I'm using blender 3.0
Any idea what's going wrong?
Edit: Even by making them all separate objects, they still deform in clearly wrong ways
2nd Edit: making entirely new objects fixes the issue, however I am worried that perhaps I broke something while making my model, could that have been the case, or was it a consequence of taking the arms off an existing model and capping them and all that?
The bendy bone part is very unclear because when those bones are overlaping its not quite clear with one you need to parent to who. None the less love your tuts man!
Hello, When I setup the ik , I have one problem. When do not use pole vector, the ik is corrent. but when i set the pole vector, the ik will not bend. I have cleared the parent relationship. I setup the bone in a straight line with both x and y equals 0. I checked multiple times and do not know why
give the arm joint a tiny bend in the direction of the pole vector and it will work
Wait... 2.9 is out!?!
as of yesterday :)
Dikko i need a tutorial on the new updated features 😅
when will part2 get uploaded.. waiting eagerly
Hopefully within the week. I had a few setbacks last week
When I select all bones and slide the roll slider only the last selected bone rolls how do you get all the bones to follow the roll
i want to ask a question that in FK why did you duplicated the rig and then moved it to a new layer and then attached control to the duplicated rig..... was that to be organized or it was on purpose?
It’s on purpose. You need a duplicate for for deform bones to aim to when you build out the FK Ik switch
Seems there is a bug in Blender 2.9 with the elbow pole with IK, its not working...unless I'm the idiot. The elbow stays stiff once I apply pole bone
Ok Figured it out, put a slight bend in rig
Dikko, I just discover your tuts and they are great! In the previous tut you said that to export a spline IK (chapter 4) animation, anadditional rig with unparented bones is needed to make it to work.
Any chance you may make a tutorial on this? I tried to get there but it's not working and I'm not sure which steps I'm missing. Thanks!
A great addition to that would be also connecting the key bones to a path to loop the motion. =) That would be rad! Thanks!
Blender Rigs Setup are more flexible than Maya rigs Maya always throws you cyclic errors in Bendy setup or later stages which is very painful things to fix . I think Blender Once have Developed Paint weights mechanism there like Maya it will Defiantly winner
Amazing and helpful as always! I have a question about the spline IK setup regarding if there is a way to maintain the length of the limb. I'm asking because I want to know if this will work on a creature tail. I like how you have it set up but I don't want the tail to get longer as I move the handles. Any help is appreciated and thank you for putting out this info!
Probably through the use of the "limit transforms" constraint (in this case you can limit the scale)
@@Dikko Thank you! I'll give it a shot. Much appreciated :)
How do you fix the twisting in the spline IK?
You have to use drivers to create the twist on each bone
Bendy bones are not supported when you try to export as a fbx skeleton right?
Nope, they arent supoorted
@@Dikko thats bad :( i need a bendy skeleton that can export to unreal engine
I am modeling in Blender, with the idea of possibly moving the character to Maya. Is it better to rig the character in Blender and move it to Maya? Or import into Maya and rig it there? Thanks! And if you felt inclined to do a video about moving a Blender character to Maya, that would be super cool too. :D
Maya and Blender Rigs Importing Each other not Possible Because of there own mechanisms except FBX format
🙋♀️Question: what if I want to use deform bones in the spline rig to scale parts of the mesh (like change the mesh thickness)? How do I get only one bone to scale, without affecting all the child bones down the line? 🥴
You can disable it on the children bones in the properties panel for each bone