Thanks a lot 👍🏻 Making sure it's easy to grasp is always the most important thing so knowing that's been achieved is really great. Thanks for taking the time to comment 😁
Rigging has been an area I have been scared to approach, so seeing this video in my feed was a nice surprise. Your videos are always easy to follow and super informative, keep it up!
Great tutorial. It took following about 3 or 4 different tutorials years ago to figure this all out. Yours is extremely well explained with examples. The model is simple, but has some complex movements which is great for an example. And I can't wait for the next one, because pistons was the bane of my existence and nearly made me walk away from blender for a time. :D
Really glad it's clear. Its a bit of a difficult one to explain concisely so I was worried it was too long at points. Pistons is an interesting one as it can get errors as it works regardless (if you are too harsh with movements). But hopefully it will be equally clear.
Great Tutorial! This really helped me to finally understand how rigging works. I have one issue though: I accidentally extruded the bones without looking at it from a clean angle, so now my vertical bone is rotated in the z axis. This creates a problem when I try to constrain the movement. How can I fix that? I cant spin the bone in Edit mode.
Thanks so much. You will need to unlink it to anything assigned to it and then you should be able to move the bone and specifically move each end and snap them to other objects. Alternatively you can delete that bone and extrude a new one.
@paincult7121 I believe it depends if its directly connected/extruded from the earlier bones. You can bring in a new bone and it should act separately.
@@ArtisansofVaulOh the IK bones aren't connected by any means. I saw someone use bone constraints(targetting upwards towards the next IK bone) but I forgot how they set that up. Sorry I'll go try and take a look!
One of the better tutorials out there that explains something extremely useful in an easy to grasp way.
Thanks a lot 👍🏻 Making sure it's easy to grasp is always the most important thing so knowing that's been achieved is really great. Thanks for taking the time to comment 😁
You explained this whole rigging tutorial perfectly, good stuff as always.
Thanks 😁
I just spent all of today trying to figure IK out. Should've just come to you. Thank you.
😁👍🏻
This is one of the best IK tutorials I have come across, thanks!
Thanks so much for saying so and glad I could help 😁👍🏻
Wow this is so much more approachable than I thought, great tutorial
Thanks. Glad it's made it more accessible 😁
I'm quite a few weeks away from needing this, but I'm glad you did it anyway! Now I don't have to think as hard. :)
Great to hear 👍🏻😅
This was super helpful. Thanks for the clear explanations for each of the steps in setting up this rig. Looking forward to the next part.
Cheers. And thanks for taking the time to check out the video. 👍🏻
Anthony just said what I was thinking. Thx for this great tutorial!👍
@@christianlennertz5780 No problem 😁
Rigging has been an area I have been scared to approach, so seeing this video in my feed was a nice surprise. Your videos are always easy to follow and super informative, keep it up!
As a creator I couldn't hope to hear anything better than that 😁
Great tutorial. It took following about 3 or 4 different tutorials years ago to figure this all out. Yours is extremely well explained with examples. The model is simple, but has some complex movements which is great for an example. And I can't wait for the next one, because pistons was the bane of my existence and nearly made me walk away from blender for a time. :D
Really glad it's clear. Its a bit of a difficult one to explain concisely so I was worried it was too long at points. Pistons is an interesting one as it can get errors as it works regardless (if you are too harsh with movements). But hopefully it will be equally clear.
thank you very much, this was one of the most informative beginner tutorials on mechanical rigging!
Thanks great to hear 😁 Its hard to get "enough" information and without it being too long vs having it too simplified but shorter 👍🏻
@@ArtisansofVaul Exactly!! keep on the good work man you're on the right track :-) these are exactly on balance between time and info! well done ;)
Great tutorial, straight to the point with some additionals infos, thank you!
@@ATNfr 😁😁 Thanks so much
Glorious!
Thanks 😁
Absolute life saver man ahah. thank you!!
@thelocalbogan5605 😁 That's awesome to hear, cheers 😁
Brilliant and easy to understand!
Thanks so much 😁
thank you so much...
My pleasure 😁😁
This is sooo amazing. Thank you!!
@sidekick3rida No problem. Glad you enjoyed it 😁
thank you so much, this was so helpful
Glad it was helpful!
Great Tutorial! This really helped me to finally understand how rigging works. I have one issue though: I accidentally extruded the bones without looking at it from a clean angle, so now my vertical bone is rotated in the z axis. This creates a problem when I try to constrain the movement. How can I fix that? I cant spin the bone in Edit mode.
Thanks so much. You will need to unlink it to anything assigned to it and then you should be able to move the bone and specifically move each end and snap them to other objects. Alternatively you can delete that bone and extrude a new one.
the better tutorial!!!
👍🏻
pero imaginemos que solo quiero mover la cabeza sin afectar el movimiento de los demas huesos?? como hago?
It will do that. You just turn off the IK for that action.
usually i dont put comment on anything but very tanks
Thanks for taking the time to comment 😁👍🏻
If you have more than one IK bone, how do you parent them so that they essentially do not hinder IK movement from other IK bones?
Do you mean like for seperate limbs?
@@ArtisansofVaul Yes, further up the bone chain. I know it's possible... I've seen it but I've totally forgotten where!
@paincult7121 I believe it depends if its directly connected/extruded from the earlier bones. You can bring in a new bone and it should act separately.
@@ArtisansofVaulOh the IK bones aren't connected by any means. I saw someone use bone constraints(targetting upwards towards the next IK bone) but I forgot how they set that up. Sorry I'll go try and take a look!
@@paincult7121 you can use constraints to keep one bone "linked" to another at a distance.
😲
😁👍🏻
@@ArtisansofVaul ;)
Дзякую! Мне гэта вельмi дапамагло
😁 My pleasure.