Rigging in Blender Pt.5. Building the FK and IK Switch using Drivers!
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- Опубликовано: 24 авг 2024
- In this episode of the rigging series, we continue to build out our FK and IK components of the rig, by connecting them to our deformation bones. We then build a control bone that allows us to switch from one mode to the other using a driver!
Part 1:
• Beginners Guide to Rig...
Part 2:
• Rigging in Blender Pt....
Part 3:
• Rigging in Blender Pt3...
Part 4:
• Rigging in Blender Pt....
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18:21 In version 4.0 the bone layers and groups have been updated to Bone Collections: the default Bones collection contains all existing bones. First create a new collection by clicking the "+" to the right, and name it "FK bones," then select the FK bones and click "Assign." Create another collection for the IK bones and do the same for the IK bones. Then you want to remove the FK and IK bones from the original Bones collection so that you can toggle their visibility individually. Do this by clicking the Bones collection, then select all the FK and IK bones, and click "Remove."
You're an angel lmao
You're goated, thx you so much
thx
After three years, its still one of the best tutorials I've ever seen on IK/FK explanations. Thank you.
As an animator-rigger who has worked about 12 years in the animation industry, using pretty much all the major software packages, I have to say this is by far the most professional rigging tutorial I've seen about rigging in Blender. You have good practices here, which is super important. You Sir single handedly gave me energy to give one more chance to Blender's rigging (which I think is at the moment its Achille's heel). :)
Thank you for such a kind compliment! You should defs give rigging another shot. They've added some extra parameters to their driver attributes, which are a total life saver. I will eventually make a video about them, but sufficive to say, making infinite twist rigs while avoiding gimbal lock is now possible.
"And as you can see, that fucking dialog box disappears when you float away from it" my feelings exactly. The bane of my rigging/material driving life. XD
Yeah I kinda wish blender had a way of having that stay put
@@Dikko It's a separate window so you can reduce the size of your main blender window or put it on your second screen (but then you can't see the tutorial!).
For those who can't find Bone Layers in Blender 4.0+ version, it doesn't exist anymore. It has been replaced by collections, which serves the same purpose I guess. Hope it saves your time.
honestly, this series is the best rigging learning for Blender, great work Dikko
now I have to go Re-Rig my character.. I did it by myself and this tutorial actually makes things easy
Alt+G - to clear any location changes you did to the bones.
Alt+R - to clear any rotations you did to the bones.
Alt+S - to clear any scaling changes to the bones.
Try using these shortcuts in object or pose mode.
Hope you didn't take too long to get this information.
for me the switch was not working good until I used Ctrl+A to Apply Scale... your message actually made me think about it
THE most comprehensive and amazing rig series anywhere! Thank you very much. !!
As a maya to blender user, this series really helped me to understand rigging and even made the process enjoyable! (Rigging in maya was hell to me) Thank you so much for this!!
I'm an idiot, and even i got the ik fk switch to work after watching this. Thank you sir!
The FK IK switch is fantastic, great explanation of drivers!
Man, gigantic thank you for your knowledge, this video series it's something unique cool info in super simple way delivery. Just Love it!!! 🔥🔥🔥
My pleasure mate I’m glad you found it useful :)
Just started blender (again) last week, and im trying to animate a rocket launch and payload deployment as a concept for an engineering project at uni and I just wanna say thanks a lot for the effort you put into these videos, they have saved me so much time.
I'm glad they've been of use!
Hey do you have a tutorial on the same. I had a similar idea in mind however, I found it hard to execute because I couldn't find any good tutorials to guide me on the same
This whole series is an absolute killer. It blows out of the water any other "beginners" tutorial around. You really did an outstanding job recording and sharing that here. Thanks a lot Dikko. I moved from 23+ years of fu**ing 3DS Max. And holly sh**t I'm glad I finally moved away from this old crap. Blender rocks. And your tutorials help a LOT ! (b^-^)b
Dude this set of videos has been so incredibly helpful! Much appreciation
I was supposed to add my thanks from the first video in this series, but I forgot. Please forgive me. In the end, you have all my thanks and appreciation.
You are great. Such a tutorial you made free !
Assalamualikum vai..could I talk with you
07:14 if the switch is working weird for you, you may need to apply scale (Ctrl+A/"Apply Scale") to the bones estructure... for me until I found that I need to apply scale to the bones, the switch would move 10 centimeters (0,1m) instead of 1 meter
Golden rule before any rigging : Always apply transformations ;) It's actually a step done and explained a few videos before in this (excellent !! ) mechanical arm rigging series.
Thank you for these tutorials. This helped me a lot. I had some issues to apply it to the model of a 6 axis robot ( some axes need to rotate only around its own axis - Y ). Adding constraints to the IK rig did not seem to work for me.
Luckily each bone has a 'lock IK X Y Z' and 'limit X Y Z' options on its IK menu.
Legit the only tutorial I could find that actually taught me how to fucking rig. Not yet sure how I'm gonna implement this with my cow but thank you so much, you've helped so fucking much
these videos are exactly what i needed, holy shid thank you
My pleasure :)
thanks for this video Dikko, i like the way you explain things.
Thanks
Fantastic tutorial. Curious tho. Will the next tutorial cover snapping from IK to FK and vice versa?
Thanks for the positive comments! Next tutorial will be wrapping up this series with a bit of clean up and creating the control shapes. IK and FK snapping is a fairly advanced feature to talk about in this beginner course, and would probably require some scripting to do right. I also need to teach myself that haha.
@@Dikko Kk! I had to use a script for it and was curious if there's a non-scripting option.
@@Daitomodachi my work around is to snap the 3d cursor to the fk control, then switch to ik, then snap ik to the 3d cursor. That's basically all you can do without scripting
@@Daitomodachi just curious, how did you achieve that? I'm currently writing a script for a rig and would like to implement an IK/FK switch. So, pls, can you tell me how to do that?
Thanks for your super perfect tutorial!
Thank you verry much Dikko! Really very helpful 😊😊
Dikko, you are the man, thanks a lot
So, you are Dikko and produce some Bone's clips... Hmmm! :-| ...
...
Great tuts, great lessons, awesome!! Thanks for sharing. :-)
Im coming to Blender from Maya and these tutorials rly helped me... but using Bones as Ctrls still goes against everything I've learned in rigging... just doesnt feel clean... Curves are the way to go
Maybe in Maya, but this is Blender, baby!
You could just put the controllers, fk, and ik on seperate layers, and have them selectable on the view tab.
Your tutorials are next level dude, but I have a question that I'm not sure what this would be labeled under, relating to changing between IK and FK. In this set up you have two separate rigs for the the IK and FK, and they have to be posed separately. That means when you switch from FK to IK, the pose changes. Is there a way to make both the IK and FK follow the same pose, but just change the movement mechanics? For example: I move the arm forward with the IK, then switch to FK to position the hand a certain way. If I do this with your rig, the FK pose has to be position in the right pose first or else it will change everything. It's hard to explain but I hope I made it clear.
I was wondering the same thing. Also running into this problem with the main character rigging series. This is the one thing that I think is missing in Dikko's tutorials and quite important for actually being able to use these awesome rigs effectively...
You should theoretically be able to set copy transform constraints on the FK and IK rigs and set up a driver to that when the FKIK switch is in FK mode, the IK rig is copying the transforms and when the switch is in IK mode, the FK rig is copying transforms.
I say theoretically because for some reason I can't even get the switch to work as it is in the video so I have to keep fiddling with this before I can try that, but it seems like it should work.
Sir from 5:00 the IKFK Switch bone u created its not working for me. I did exactly like u told but if i move that switch from 0 to 1, the main model not moving. I also changed expression as u told. What could be the problem sir?
this is gold in my a$$
Confuse... my driver doesnt pickup the value from the fk/ik bone controller....
This is bloody hard! I will endure!
The hardest part is the underlying logic! took me a while when i first started rigging too!
@@Dikko Hi Dikko! Thanks for the reply although I missed it- came back to this one tutorial for a refresher as it's the biggest head wrecker! (in a good way) and found your response. I'm very glad I endured. Just had a great deal of fun animating this little rig and making a little film with it. Thanks for your comprehensive and meticulous tutorials - your attention to detail in the mechanics and organisational side I find to be so valuable - plus your sense humour helps the meds go down too. Really greatly appreciated mate. Gold!
voice crack has entered the video.
It happens to the best of us :)
Hi buddy, do you know how we can create (ik to fk) or (fk to ik) snap?!
Thanks for such great stuff
My pleasure :)
Thankyou
Good tutorial
VERY IMPORTANT: When you make the IK / FK switch with the drivers, the module that has the drivers must go down. If not, it won't work well. 9:17
Ya he didn’t explain it clearly
Hey ! I have some struggle to do the driver, I redid several times, but the diver editor cant find my switch, even with copy pasting the name... I don't really understand why
Apparently when I create a new armature, they are separated in the outliner in contrary to this tutorial, and I cant find how to do otherwise... Do someone has an idea ?
Dikko you are Awesome!
hello I made a basic character with a sphere for a head, elongated sphere for the body, and two elongated spheres for the arms and legs. my issue is two things when i am only rigging the arm first. the original bone without making a bone working as an anchor, thends to move to where the IK constraint bones are. so basicly after aplying transforms the left arm of my character will move to where the IK constraint for the left arm is. onece I add in the anchor the arm just starts to freak out and go everywhere.
quick update, the left arm has no anchor bone and the right arm has an anchor bone. just like previously when I mess with the right arm it freaks out and goes everywhere, but when I move the left arm, not only is the left arm working normally with the exception of moving my characters left arm to where the IK rig is, when I mess with the left arm the right arm still freaks out and goes everywhere. I am still figuring this out but if someone has solutions for me, please help?
stupid question here but at around 8:58. how did you get the numbers on the y axis to show up? And additionally how did you zoom in such that the graph wasn't as steep?
the numbers on the y axis was a bug, there's no way to toggle visibility of that (it's fixed now).
You'd press CTRL and hold down your mousewheel to change the aspect ratio. additionally, you can just click the view tab on the top left of the drivers editor and select "Frame all" or press the HOME key to zoom in all key handles of your driver
14:01 my controller isn’t affecting the rig and I did exactly what you did. What did I do wrong?
When i switch to IK to FK my robo arm turns itself 180, I turned the FK 180 and later it still happened
sounds like your bone orientations/roll is all fk'd. Turn on the axis overlay in the armature viewport display settings in the properties panel and make sure they're all facing the right direction
@@Dikko holy shit you replied
Dikko I have done this part 3x now, first I didn't create the control bone from the existing armature so it had its own armature in the outliner, now I have it working except I'm using ver 3.4 and the driver says Driver: 0 and Driver Value: 0 when I put it at the zero location but the Influence of the bone constraint range is from 0.494 at the position 0, and is 0.506 at the 1 position- it is not setting to the constraint of the controls value it's only partially reducing it? So the FK still has a lot of control no matter where I put the control(CTRL_IKFK_SWITCH.001). Help? Anybody...
Ok, not sure how I knew to use the graph editor to add keyframes and move them to intersect with 0 and 1 but that worked- they all(bones of the main armature) now show 0 when the switch is in zero and 1 when in One position. Geez blender is something else.
i wanted to ask you about the machine and hardsurface modelling for animation since your modelling for animation is using human stretchy skin surface as the example, the question is, do i need to separate the joint and other parts of the machine and parent it all later on? just wanted to know what is the best workflow to model a machine hand and finger. awesome tutorial btw, one of the best internet guru🙌
You can model the parts of the machine hand as seperate objects, then parent those objects to the specfic bones in question, yes :).
For some reason, Ctrl+Shift+C won't work for me in bringing up the constraint dialogue box, but I could still click Pose > Constraints > Add (With Targets.) How would I go about re-enabling that keyboard shortcut?
Maybe you're in edit mode. It is supposed to be done in pose mode. I made this mistake, so I thought maybe it can help ya.
I Cannot select the big bone on the middle in order to copy transforms in pose mode...anyone?
Ive got my rig all set up to this point when i went to test the ik rig it starts to fall off the model now. please help
how did you manage to get the bone perfectly paired in the constraint, like at 1:37 ? i can't find anything about how to do it
ty dude
What about snap FK to IK (or IK to FK) instead of switch them (as in RIGIFY) ???
rigify still switches to them, it just has an added script which allows the snapping which i dont know how to make :P
For whatever reason, the moment I apply the transform constraint, my mesh just jumps over to the IF bones in position whenever I try to apply the transform constraint
:(
That's supposed to happen if you've already got the mesh bound to the deform joints ;)
becouse you have unparrent the hand with the finger. Now your Hand maybe in the middle is not connected with REG_arm.002. Thats why the hand jump over. First Parent it again and select hand1 Again. Secound go under Bone Properties -> Relations and click the Connectet Box. then it dont Jump over anymore.
When I use the transform constraint on both bones in pose mode, the original bones moves it's position to the other bones. Are they different armartures? Because I just made all 3 in the same armarture
No, thats supposed to happen :). once you''ve linked up everything with the right constraints, you will put the 3 arm rigs in the same position
Do we neeed to put a switch that means all the animation have a type of switch?
Any rigs that require some component to switch their behaviour will have some sort of switch or toggle.
@@Dikko oohhh i see , thank.
Any reason to keep bones Connected? (In Maya all joints would be considered disconnected since they are free to translate). Are bones in Blender not allowed to translate if connected?
Bones that are connected just make them easier to rig. Less requirements for contstraints or hiding transforms, when the translations are already locked. Rotations and poses are mirrored based on their naming conventions.
the sample crash my blender :(
I'm sorry, this is not usable. When you move the fk, the IK control doesn't stay in alignment, ruclips.net/video/Ldpb55pFLrQ/видео.html
and vice/versa...so now the fk doesn't match the IK. i suppose THAT is what you're refering to "needs scripting". But why are ppl commenting that they like this set up? It doesn't do ANY good unless the ik and fk move together and then when you switch them, it will take over from the same location. What am I missing? Doesn't blender just have a button for this setup 2 yrs later? Thank you
It's completely usable, just not in the way that you think it should be. As i said, fk and ik snapping is something that is built through scripting. Since this is an introductory series, jumping that deep into the process would melt brains
9:35
Weird. When I download your video series, and watch it and listen to it through my sound system, the music thumps so loud it hurts my ears, irrespective of me turning down everything below 400hz. I was gonna ask you to please use music that doesn't have such a large thump. It must be potplayer then... I hear it on youtube, but only at half of the thump which is just under me being too uncomfortable to listen to your voice, though it's still way more uncomfortable to listen to without that "music."
Sorry to hear that! Was still teaching myself how to properly do a backing track at that stage