Equations are down below in case you need a quick look: Hip Z-Location Driver Equation: var * .09 Butt Y-Location Driver Equation: var * .02 Butt Z-Location Driver Equation: -var * .1 Thigh Y-Location Driver Equation: -var * .085 Thigh Z-Location Driver Equation: max(-.0025, min(-var*.1, .069)) Hope it helps :)
great tutorial! I've never had such a well deforming butt on any of my models ever! I have a problem though: When I export the animation to UE4 the bone pops at the first frame of the animation, every time the animation loops. In blender whenever I enter a new animation the bone pops into place as soon as I move anything, is this normal? It would be awesome to use your setup but I can't have it constantly pop. Is there a workaround to this problem?
You are just the best. Before this video, I had a four minutes ad about some spiritual truths. Then came your two minute video about pelvis bone rotation. I know which one I prefer. ;)
I appreciate everything you do. I can't even begin to imagine how you figured this stuff out, but man, you have no idea how huge it is that you told us this information for free.
I went to college for this crap and learned less there than I've learned from RUclips tutorials since graduation. And RUclips tutorials didn't give me $80,000 (and climbing annually) worth of debt. -_-
@@TheRoyalSkies Dude, you are a hero, no joke. I'm very greatful for your videos. I don't have much, but where can I donate some money to you? Patreon?
@@TheRoyalSkies I appreciate it greatly. As fun as it is stopping everything to spend hours hunting for where that one obscure check box is that will allow you to progress, I think I'd rather not.
Royal Skies, I just want to say thank you. Me and a friend are embarking on a crazy endeavor, we are going to make a game. What that game is, we don't know, we will have to learn MANY things, I'm a novice 3d artist at best. Its going to be a tough road and truth be told it is unlikely our game will see any success. But we are still going to do it because we love games. your tutorials have already been invaluable to me to learning things in Blender I didnt know, they are quick and to the point meaning I havent got to spend 20 minutes waiting for an answer, I can apply what you teach and then spend more time in Blender working and learning. Thank you.
Ahh, so many 3D/MMD projects cancelled or left undone in my youth, because models were unable to perform specific _'lets-go-with'_ Dance Moves, with the classy, appealing M-Legs, yet, without their thighs being eaten by the abdomen and vice versa. I actually tried for a long time, in model-editors, to add "muscle" bones, manipulating the mesh, less dependent of the rig. This was the exact result I wanted, but I see a lot of driver math needs to get involved, for the magic to occur. 😲 Many thanks! *EDIT:* Additionally! To anyone making an armature and applying these drivers, make sure your models are to scale with BLENDA here, at least within similar range. - I wondered for a second, why I was getting such different results, whilst applying drivers and such. Like, having the control bones move barely visible to the eye, before realizing, I was not using the same units of measurements and that my model, despite not being a titan, would stand 100 times as tall as this model. If you scale down your model, by sure to "Apply" these new sizes, for both the mesh, as well armature!; Back to work, we go!
Holy crap! I've been going back and forth on my model for weeks and couldnt figure this out! Thanks so much for putting this out there for everybody to learn! thanks so much for making this tutorial!
wow this is gold!!! thank you so much.. it is deeply specific and yet easy to follow and comprehend.. you made magic and shared it with the community.. you are awesome
Man, big thanks to your tutorials! What started as just an anatomy study is now a fully animated character! (tho topology is still skrewd, have to retopo it again...)
Dude, I just started watching your videos today and they are amazing. I feel like you should be saying badaboom badabing after every press of the enter key.
This series has helped me with preparing Daz Studios models for animation in Blender. I will say my neck, spine, and shoulder rig are all different from yours. The rest was very helpful in simplifying some of the hardest areas, like the feet, knees, and hands. How does your double knee joint set up work with the pelvis? I use IK parameters to lock certain axis + add limits. Even though i dont need it for Daz, it could be promising when rigging from scratch!
Hey that's cool man. The best rig is always one designed specifically for your needs :) Glad to hear the vids helped. Daz is a really good software too!
after taking 2 days to figure out my bone issue.. i finally realize this won't work.. as my hip is considered pelvis, and thigh bones are upper leg.. so they don't rotate like this video does. wonderful
Note: Make sure your bones are facing the right direction if you want the driver equations to work correctly. So if you want the drivers to move the bone up and forward for example, then make sure the bone itself is facing that same direction as well. Otherwise the bone will move in the opposite direction. Simple fix: just go into edit mode and rotate the bone correctly. I know it sounds silly, but it's a detail that's very easy to miss.
I've recently made a character that I wanted to pose into a meditation pose and I accidentally summon Gilgamesh from the 9th circle of hell to feast on the souls of the mortals. Since the upper leg has to rotate 90° to the side and upwards, it gives some demonic looking deformations. You reckon there's a solution for this?
I was kept rewatching this wondering why it wasnt working for me until I realized my mesh was 28m tall and that blender doesnt like ungodly huge humans and the effects of the drivers were actually working but on a small scale.
Dude, it'd REALLY help if you didn't use stick bones. Remember bones have head and tails so it's difficult to discern what direction they should be facing during the rigging.
0:12 I know the vid just started, but are the bones mirrored? Is the paint mirrored? Did you weight paint all those verts to JUST those two bones on one side of the mesh? Help?
Noticed that the areas you want to assign to the pelvis are the lower body and only the lower body. Now I know how to go about assigning vertices to the pelvis.... I think
This works really well, but on my model the legs are to far forward when they got out to the sides of the character. Its works perfectly in the forward and backward direction. the only way i can see to fix this is by making the driver make the legs move back when the legs go out to the side, but i have no idea how to make it work. :P
When I apply this and view the legs from the front when bending, the supporting joints go in the opposite direction of the leg's direction. How do I get it to match?
WHAT YOU CAN DO THAT? Although I think that doesn't translate very well into game engines like unity? Unity's animation system has to be given a humanoid rig, and those two bones wouldn't make sense in that regard? How would you go about importing those animations to an engine?
You can export these to Unity. I work primarily in Unity so it definitely works. Well be delving into game engine exports later in the month, but trust me it works - lol
@@TheRoyalSkies Are you baking the animations on export? It shouldn't work unless you've also made a script in Unity to move these bones dynamically right?
@@ChrisD__ this or animate in blender and use generic armature in unity ;/ If you see a script for work this on unity humanoid avatar with external animations, please share
Hey, is there a way you can help me with my bones? I am sitting two days on my weight paint and nothing works. Now i deletet my bones and cry in the corner. I love blender.
Awesome, but could you please if you haven`t explain why in some cases with drivers you use quaternion and other you use euler i am still kind lost with those, please you are amazing
how do you make it work on both legs tho? i tried symmetrizing however i have a mirror modifier enabled on my mesh, the leg that i was using it on works though
i get the opposite of what was supposed to happen with the thigh bone and when doing for the hip bone it doesn't react properly when moving in the x rotation in local/normal space
Hello, I'm hoping I'm the one and only silly guy here because I can't figure that shit out. I tried multiple times from scratch and checked the settings, tried some stuff by my self but the only result I get is that the support bones wont follow the hips during the rotation. Short said the drivers just dont work. Do I miss something critical and I'm just too blind? ty in advance^^
I'm having the same problem now and am desperately trying to find other people who are having the same problem. I know this comment is old, but did you ever figure out what was wrong?
i cant make this work, tried playing with the values,positive,negative, tried playing with scale of the bones and weight painting , it just gets f up when i try to pose it, either the thigh bose is pointing out when i pose it like either you would have an extra layer of fat/big bump on the thigh or big gap space between in thigh depending how i pose it, playing with/smoothing the weights does help but not in a manner that it is acceptable at the end.
hey question, as someone who's tryna get their pelivs to be *not* an eldritch abomination whenever I sit in VRC or CVR, is there a way to make drivers like this work in Unity?
I wonder if people who left those likes even followed the tutorial along. Instructions are either incomplete or unclear for I was left with bones that don't even resemble what's shown in the video. I tried following it 2 times to the T and still the same unusable result in the end.
Can you make a tutorial of how to make a face rig ? Another question i wonder if its possible to use the movemente of bones to Change the shape keys or the driver shape keys. Sry for my bad English
ur english is perfectly fine, only thing is there is no [e] at the end of movement a face rigging tutorial would b gr8, i think hel do it soon too (or @ least hope so)
Do you have any tips to tackle the inner/frontal femur-hip joint area? It looks great on the side view in your tutorial, but from the front view where the pubic bone is and where we get the shape of a \_/ --the inner lines of \ / doesn't look natural when posing the model in a normal sitting position. Also especially (male style) leg-crossing position; foot ankle resting on lap.
something just came 2 me 4 when u might do a tutorial for clothes, will u do a tutorial on how 2 change colours of textures without re-doing the whole thing? *in under 10seconds?* (jk, take as long as you like lol)
The whole rigging and weight painting thing is really hard to my small brain... I did this and it worked as showed but my deforming is still all scuffed :'(
Would this export and import into Unreal Engine or Unity? When I see cool features in Blender, I'm always unsure if they'll actually export/import properly into game engines...
Just wondering, are there any good solutions to address the dependency cycle having the hip bone drive it's own transform? Having the hip bone rotation change its location seems to be forcing me to spam the ALT+G + ALT+R when trying to reset the rig, similar to the dependency issue on the spine in earlier videos. This also happens with the shoulder / bicep pair in this rig, as the shoulders move back and forth based on the bicep's rotation, and the bicep is connected to the shoulder (Or a child of the shoulder), making a dependency loop. This may also be causing some animations to go weird, as I noticed arms would bend the wrong way when I export the animation as a fbx to unity. The hip could be partially addressed by making a "correction" bone that controls all the verts the top of the hip should, but it is a very messy solution and likely wouldn't weightpaint well. I don't see how to fix the shoulder issue though.
My front bone moves down instead of up and I don't know why. I'm using my own character mesh so there's gonna be differences in the values but I'm not sure what makes the bone move down
@@henryaung7229 It's not you - I had the same frustration until I literally had Blenda's armature open in a different window comparing values. The values all have to be inverted for some reason.
There's some weird change in blender or the rig setup between this video and now - you have to invert all of the formulas (just add a negative in front of them, or remove one if there already is one) and it should work. You may also have to mess with the "Invert" settings on the copy rotation constraint (e.g. on the butt I had to add "Invert X"). You can also adjust the values that you're multiplying by to get better results for your specific armature.
Equations are down below in case you need a quick look:
Hip Z-Location Driver Equation:
var * .09
Butt Y-Location Driver Equation:
var * .02
Butt Z-Location Driver Equation:
-var * .1
Thigh Y-Location Driver Equation:
-var * .085
Thigh Z-Location Driver Equation:
max(-.0025, min(-var*.1, .069))
Hope it helps :)
great tutorial! I've never had such a well deforming butt on any of my models ever! I have a problem though: When I export the animation to UE4 the bone pops at the first frame of the animation, every time the animation loops.
In blender whenever I enter a new animation the bone pops into place as soon as I move anything, is this normal? It would be awesome to use your setup but I can't have it constantly pop. Is there a workaround to this problem?
Great stuff! this helped a lot!
Quick question: Where can I learn these equations and drivers so I can apply them without a tutorial?
Can't wait to redo my entire armature with all these tricks
@@nicholaslarson3778 Pretty good, though I'm using Auto Rig Pro now haha
"otherwise you get this disgusting, unacceptable madness" the story of my life T_T
really THANK YOU
Who uploads awesome at 3AM on a sunday. My hats off to you good sir.
You are just the best.
Before this video, I had a four minutes ad about some spiritual truths. Then came your two minute video about pelvis bone rotation.
I know which one I prefer. ;)
Man, your tutorials are incredible! And no lengthy intros that take 5 minutes! NO PROBLEM!
I appreciate everything you do. I can't even begin to imagine how you figured this stuff out, but man, you have no idea how huge it is that you told us this information for free.
Yeah, no kidding! There are many courses online for this, but it is always just beginner stuff.
I went to college for this crap and learned less there than I've learned from RUclips tutorials since graduation. And RUclips tutorials didn't give me $80,000 (and climbing annually) worth of debt. -_-
I agree. Blender has been the bomb lately. This series has helped me with preparing Daz Studios models for animation in Blender!
Trust me... I know exactly how you feel...That's why I'm doing this -
@@TheRoyalSkies Dude, you are a hero, no joke. I'm very greatful for your videos. I don't have much, but where can I donate some money to you? Patreon?
@@TheRoyalSkies I appreciate it greatly. As fun as it is stopping everything to spend hours hunting for where that one obscure check box is that will allow you to progress, I think I'd rather not.
@@LichteDunkelheit www.patreon.com/RoyalSkies
Royal Skies, I just want to say thank you. Me and a friend are embarking on a crazy endeavor, we are going to make a game. What that game is, we don't know, we will have to learn MANY things, I'm a novice 3d artist at best. Its going to be a tough road and truth be told it is unlikely our game will see any success. But we are still going to do it because we love games. your tutorials have already been invaluable to me to learning things in Blender I didnt know, they are quick and to the point meaning I havent got to spend 20 minutes waiting for an answer, I can apply what you teach and then spend more time in Blender working and learning. Thank you.
Ahh, so many 3D/MMD projects cancelled or left undone in my youth, because models were unable to perform specific _'lets-go-with'_ Dance Moves, with the classy, appealing M-Legs, yet, without their thighs being eaten by the abdomen and vice versa. I actually tried for a long time, in model-editors, to add "muscle" bones, manipulating the mesh, less dependent of the rig. This was the exact result I wanted, but I see a lot of driver math needs to get involved, for the magic to occur. 😲 Many thanks! *EDIT:* Additionally! To anyone making an armature and applying these drivers, make sure your models are to scale with BLENDA here, at least within similar range. - I wondered for a second, why I was getting such different results, whilst applying drivers and such. Like, having the control bones move barely visible to the eye, before realizing, I was not using the same units of measurements and that my model, despite not being a titan, would stand 100 times as tall as this model. If you scale down your model, by sure to "Apply" these new sizes, for both the mesh, as well armature!; Back to work, we go!
Holy crap! I've been going back and forth on my model for weeks and couldnt figure this out! Thanks so much for putting this out there for everybody to learn! thanks so much for making this tutorial!
wow this is gold!!! thank you so much.. it is deeply specific and yet easy to follow and comprehend.. you made magic and shared it with the community.. you are awesome
Man, big thanks to your tutorials! What started as just an anatomy study is now a fully animated character! (tho topology is still skrewd, have to retopo it again...)
Topo is hard and weird, but you definitely get better at it pretty quick. You got this man- !
3 year old comment. you still into rigging and animating?
Thanks to You I've got a fantastic day... Your solutions are so precious
5min in and I've watched 3 no bs straight knowledge bomb tuts. SUB.
Thank you, and welcome to the channel :)
Dude, I just started watching your videos today and they are amazing. I feel like you should be saying badaboom badabing after every press of the enter key.
This series has helped me with preparing Daz Studios models for animation in Blender.
I will say my neck, spine, and shoulder rig are all different from yours. The rest was very helpful in simplifying some of the hardest areas, like the feet, knees, and hands.
How does your double knee joint set up work with the pelvis? I use IK parameters to lock certain axis + add limits. Even though i dont need it for Daz, it could be promising when rigging from scratch!
Hey that's cool man. The best rig is always one designed specifically for your needs :)
Glad to hear the vids helped. Daz is a really good software too!
Wow, completely solved these problems. Truly, those hips don't lie.... :P
The fate of the 3d world is resting on your lap!
after taking 2 days to figure out my bone issue.. i finally realize this won't work.. as my hip is considered pelvis, and thigh bones are upper leg.. so they don't rotate like this video does. wonderful
Note: Make sure your bones are facing the right direction if you want the driver equations to work correctly. So if you want the drivers to move the bone up and forward for example, then make sure the bone itself is facing that same direction as well. Otherwise the bone will move in the opposite direction. Simple fix: just go into edit mode and rotate the bone correctly. I know it sounds silly, but it's a detail that's very easy to miss.
I've recently made a character that I wanted to pose into a meditation pose and I accidentally summon Gilgamesh from the 9th circle of hell to feast on the souls of the mortals. Since the upper leg has to rotate 90° to the side and upwards, it gives some demonic looking deformations. You reckon there's a solution for this?
Yes there is. It's called shape keys and we'll cover those this week - :)
Gilgamesh is actually a legendary (mythical) king, not a demon. Sorry, but this had to be corrected.
@@jimbo5266 my deepest apologies
I think this is the first time I cried at tutorial.
I am not sure if my hell has ended or begun.
Thanks to you I've finally overcome the disgusting, unacceptable madness of collapsing hips on all of my character meshes.
Man! you saved me from massive headache!
"Disgusting unacceptable madness" sounds like a great band name
YOU'RE SO AMAZING!
driverの可能性が広がります❗すごく参考になります😃
had to tweak the driver values a bit but it got it working
I was kept rewatching this wondering why it wasnt working for me until I realized my mesh was 28m tall and that blender doesnt like ungodly huge humans and the effects of the drivers were actually working but on a small scale.
This is exactly what i was looking for thanks!!!
Thank you so much for your content. You are a BEAST!
this drivers are going to change a lot of things in my models...... delicious xd
Great tutorial.I dont use blender but I usually use solidworks to design 3d in my channel
Always amazing and super helpful, thank you!
Dude, it'd REALLY help if you didn't use stick bones. Remember bones have head and tails so it's difficult to discern what direction they should be facing during the rigging.
there is no "add driver" option for me, help
Wow!! Exactly what I needed!! Thanks so much 🙏
It went wrong, my model worsened and now I have to make the armor from scratch with the weights that I had well done
0:12 I know the vid just started, but are the bones mirrored? Is the paint mirrored? Did you weight paint all those verts to JUST those two bones on one side of the mesh? Help?
How do you figure this stuff out?
A lot of trial and error lol
I was just about to make a joke about rigging butts, and you already made the video..
That is one solid tip man!
these drivers drive me crazy
Really useful tutorials, thanks very much!
straight to the point! love it!
Now the question is: how do those thing relate to jiggle if I want my model to support it?
More drivers fun fun! :D
Can't wait to try it!.. Now I need to sleep xD
i wish i knew this when i was rigging/weight painting in 3ds max years ago. if i did, i wouldnt hv quit
Noticed that the areas you want to assign to the pelvis are the lower body and only the lower body. Now I know how to go about assigning vertices to the pelvis.... I think
I have a problem.
in 0:51, when you select the target to "armature". When I do it, blander says "Not possible to find value"
What could it be?
I know this is late but for anyone else having this issue, make sure you are Adding Bone Constraints instead of Adding Object Constraints
@@lewashiCasual2003 THANK YOU
This works really well, but on my model the legs are to far forward when they got out to the sides of the character. Its works perfectly in the forward and backward direction. the only way i can see to fix this is by making the driver make the legs move back when the legs go out to the side, but i have no idea how to make it work. :P
When I apply this and view the legs from the front when bending, the supporting joints go in the opposite direction of the leg's direction. How do I get it to match?
can you plz make tutorial to Bake multiple sound files to f-curve (basic lip syncing)?
WHAT YOU CAN DO THAT?
Although I think that doesn't translate very well into game engines like unity? Unity's animation system has to be given a humanoid rig, and those two bones wouldn't make sense in that regard? How would you go about importing those animations to an engine?
You can export these to Unity. I work primarily in Unity so it definitely works. Well be delving into game engine exports later in the month, but trust me it works - lol
@@TheRoyalSkies Are you baking the animations on export? It shouldn't work unless you've also made a script in Unity to move these bones dynamically right?
@@ChrisD__ this or animate in blender and use generic armature in unity ;/
If you see a script for work this on unity humanoid avatar with external animations, please share
Does this work if you spread the legs
Hey, is there a way you can help me with my bones? I am sitting two days on my weight paint and nothing works. Now i deletet my bones and cry in the corner. I love blender.
you saved me omg ilu thank you so much xD
Awesome, but could you please if you haven`t explain why in some cases with drivers you use quaternion and other you use euler i am still kind lost with those, please
you are amazing
what values do I put for the other legs?
The song at the end is fire. What is it?
even though I have an armature with a spine 1, I don't have a "Spine 1" option when I select the created bone.
why do you have to use stick to show us? its rreally hard to tell which way the rotation of the bones should be.
how do you make it work on both legs tho? i tried symmetrizing however i have a mirror modifier enabled on my mesh, the leg that i was using it on works though
how about the other leg ? especially for the last equation
i get the opposite of what was supposed to happen with the thigh bone and when doing for the hip bone it doesn't react properly when moving in the x rotation in local/normal space
I love these tutorials, but what really sucks is working with an existing skeleton that you cant edit at all without unreal engine shitting itself
wait, why not?
What if you want really flexible movement? Like you want the leg to go all the way up, will it still work?
Yes if you weight paint the bones for it -
Hello, I'm hoping I'm the one and only silly guy here because I can't figure that shit out. I tried multiple times from scratch and checked the settings, tried some stuff by my self but the only result I get is that the support bones wont follow the hips during the rotation. Short said the drivers just dont work. Do I miss something critical and I'm just too blind? ty in advance^^
I'm having the same problem now and am desperately trying to find other people who are having the same problem. I know this comment is old, but did you ever figure out what was wrong?
@@XcutionBlade unfortunately no, I tried different things and didn't get the results like in the tut
THANK YOUUUUUUUUUUUUU!!!!!!!!!!!!!!!!!!!!!
any chance i can tweak this without a driver? im rendering using sheepit, and they dont allow drivers :(
A bit late, but by any chance, is there a way to make the drivers work for unity when imported?
Is that methode going to work with rigify too or not.
Cause the waith paint in rigify need to fixe a lot
i cant make this work, tried playing with the values,positive,negative, tried playing with scale of the bones and weight painting , it just gets f up when i try to pose it, either the thigh bose is pointing out when i pose it like either you would have an extra layer of fat/big bump on the thigh or big gap space between in thigh depending how i pose it, playing with/smoothing the weights does help but not in a manner that it is acceptable at the end.
Why did you say HIP? Isn't that the thigh bone?
i tried this. but the bones are moving counterclockwise
How to mirror bones with drivers tho?
Something else that's confusing to me is for some reason the drivers are doing the reverse as to what they should do.
hey question, as someone who's tryna get their pelivs to be *not* an eldritch abomination whenever I sit in VRC or CVR, is there a way to make drivers like this work in Unity?
I wonder if people who left those likes even followed the tutorial along. Instructions are either incomplete or unclear for I was left with bones that don't even resemble what's shown in the video. I tried following it 2 times to the T and still the same unusable result in the end.
How could this be incorporated in a rigify rig?
For Chibi models apply same Script?
Can you make a tutorial of how to make a face rig ?
Another question i wonder if its possible to use the movemente of bones to Change the shape keys or the driver shape keys.
Sry for my bad English
ur english is perfectly fine, only thing is there is no [e] at the end of movement
a face rigging tutorial would b gr8, i think hel do it soon too (or @ least hope so)
Do you have any tips to tackle the inner/frontal femur-hip joint area? It looks great on the side view in your tutorial, but from the front view where the pubic bone is and where we get the shape of a \_/ --the inner lines of \ / doesn't look natural when posing the model in a normal sitting position. Also especially (male style) leg-crossing position; foot ankle resting on lap.
How do you get the weight paint with the bones so easily???
1:41 do I have to change mode auto euler to quaternion?
Please slow down a bit Especially when displaying menu and Options selections
what about second leg? Isn't this gonna bug when I'm gonna use second leg?
something just came 2 me 4 when u might do a tutorial for clothes,
will u do a tutorial on how 2 change colours of textures without re-doing the whole thing?
*in under 10seconds?*
(jk, take as long as you like lol)
Why not use constraints?
i m trying my best its not working the way it should be i copied every thing but i dont know what mistake i did please help
Get error of "Failed to set value" Whenever trying to add copy rotations to the control bones, no idea why.
For anyone seeing this, make sure you are in Add Bone Constraints and not Add Object Constraints! Had the same issue
The whole rigging and weight painting thing is really hard to my small brain...
I did this and it worked as showed but my deforming is still all scuffed :'(
Would this export and import into Unreal Engine or Unity?
When I see cool features in Blender, I'm always unsure if they'll actually export/import properly into game engines...
Seems like it needs to be baked in some way, unsure how efficient/inefficient baking is though.
For the past few weeks I have been struggling with weight paint for face it became a terrible..
Jaggy displacement on my 3d model.. Can you fix that?
Don't worry man. We will cover facial rigging next week -
Just wondering, are there any good solutions to address the dependency cycle having the hip bone drive it's own transform? Having the hip bone rotation change its location seems to be forcing me to spam the ALT+G + ALT+R when trying to reset the rig, similar to the dependency issue on the spine in earlier videos.
This also happens with the shoulder / bicep pair in this rig, as the shoulders move back and forth based on the bicep's rotation, and the bicep is connected to the shoulder (Or a child of the shoulder), making a dependency loop. This may also be causing some animations to go weird, as I noticed arms would bend the wrong way when I export the animation as a fbx to unity.
The hip could be partially addressed by making a "correction" bone that controls all the verts the top of the hip should, but it is a very messy solution and likely wouldn't weightpaint well. I don't see how to fix the shoulder issue though.
My front bone moves down instead of up and I don't know why. I'm using my own character mesh so there's gonna be differences in the values but I'm not sure what makes the bone move down
Could've messed something up but I found just changing negative values to positive and positive values to negative worked.
@@henryaung7229 It's not you - I had the same frustration until I literally had Blenda's armature open in a different window comparing values. The values all have to be inverted for some reason.
I followed every step but it didn't work for me, please help :(
There's some weird change in blender or the rig setup between this video and now - you have to invert all of the formulas (just add a negative in front of them, or remove one if there already is one) and it should work. You may also have to mess with the "Invert" settings on the copy rotation constraint (e.g. on the butt I had to add "Invert X"). You can also adjust the values that you're multiplying by to get better results for your specific armature.
@@krummja4823 Thanks man, that invert tip saved me!
Does this transfer over to game engines?
It worked?
Could you do robot rigging/animation ?