Intro to Rigging Pt. 6. Cleanup and Creating the Control Shapes
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- Опубликовано: 24 авг 2024
- We're finally at the end! I hope you found this series fun, informative and most of all I hope you've been able to follow along! More to come in 2020!
Part 1: • Beginners Guide to Rig...
Part 2: • Rigging in Blender Pt....
Part 3: • Rigging in Blender Pt3...
Part 4: • Rigging in Blender Pt....
Part 5: • Rigging in Blender Pt....
Feel like following along? Download my free sample file!
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"Next year is gonna be nuts." -Dikko 2019 --truer words have never been spoken.
i really appreciate your efforts even if its 2024 this series still give a lot of education to many beginners like me, wish you all guys a good luck.
The rigging tutorials from Dikko is by far the best ones I have discovered. The devil is in the details and Dikko is explaining the details in a very good way. Good work!
Just finished it. It's the best Rig tutorial for blender users I have found so far. Thank you dikko!
Sometimes it's good to be late. I discovered the serie yesterday night, and you post the last one just before i begin. Great!
I would say that it's perfect timing :)
14:30 for those on 4.0, you can simply use the translation xyz properties for the bone in its viewport display properties to transform, in case anyone felt hesitant to do so
Just to note @ 15:00, in the new version of blender you can control the translation and rotation of each control, in addition to their scale. So you don't have to create a new control for that, just adjust the Y translation down.
this series has cleared up a bunch of "huh why do they do that" questions I had when seeing other people's rigs, much appreciated
This is like, the best rigging tutorial I found out there. The others just assumed you knew so many things and you explain it so well, step by step... I was so excited about seeing my rig being completed slowly but steadily, and it's really satisfactory seeing it completed after some days of working on it. Just...thanks, these tutorials are really fcking good!
Perfect Start for Rigging in Blender Almost Basics Covered
Damn, this is one of the best tutorial series I have seen in a while. Everything is explained very clearly, and I'm happy that you don't skip out on the fundamentals .
Thanks a lot!
You have reached the state of immortality. Solely because of your unlimited "there is one last thing to do". ;)
Rookie 3D artist and total noob rigger here. I've been looking for an easy to follow and also well presented tutorial on rigging and thank algorythms I found your tutorial series!
This is one of the best series on rigging. Thank you for all your effort Dikko. May god bless you always.
you've done a service king
Best rigging tutorials I've seen yet - thanks for all the content!
This series of videos is _excellent_ for understanding rigging in blender. The way you organize and explain things demystifies rigging and encourages me to rig more stuff. Thank you, Dikko!
Thanks for this series, its was exactly what I was looking for. You've explained the whole process very clearly.
My pleasure! I'm happy that you found it so useful :)
I am becoming your biggest fans in coming days dude your explanation is amazing! i love it...
Thank you so much 😀. Im happy youre enjoying the content!
Thanks so much for the series, your channel is a gold mine!
Just a tip for future viewers: It's possible to lock transformation of multiple selected bones at once by holding Alt while clicking the Lock icon on the Transform Window, just like you did with the Deform checkbox, that trick works with most things :)
Good tip!
Thanks for this amazing series! It gave me much more understanding 🙏
The only thing I really need to know after watching your tutorials, is how the HELL do you have so few clicks/watches?!?! Im new to Blender (5 months), and you are the first person to actually explain everything in a clear fun manner... and the WHY you are doing what you do. Breath of fresh air Dikko- Thank you! I found part 6 of Rigging tough, but my results turned out good w a few things not totally right.... Any chance you will be doing any character rigging tutorial??? And then bring that into a basic Animation tutorial?? Sorry, I'm asking the world from you... you are honestly the best tutorial(s) I've seen... and the speech at the beg of Rigging part 2 was ridiculously amazing.... ok, enough, blowing so much smoke up the arse.... THANK YOU!! Please keep them up!
Starting on monday, I'm gonna be livestreaming animation lessons on twitch! As for character rigging, that will come in a few weeks once I wrap up the character modeling series!
Having watched this series I wonder how on earth it has had so few views?! I feel much more confident in playing around with simple rigging now. I also really appreciate all the extra info and thoughts on organisational best practice. Brilliant stuff, ta very much.
This was a fantastic video series! Thank you for putting in the time to make it. I'm coming from a Maya workflow and needed to start from the beginning.
You'll be surprised how much of your maya knowledge will be useful in the future rigging in blender. I only began to fully understand how to rig until I tried rigging in Maya, then brought those skills back into Blender!
@@Dikko That's great to know! I look forward to more videos. I was able to follow your steps really easily
So, I am late to the party here, but it occurs to me that the FK and IK rigs each need additional constraints attached to the same driver, so that when you are working with the IK rig, the FK rig copies the position of the IK bones, and vice-versa. That way the deform rig doesn't move when you switch between FK and IK controls.
eexactly the information I was missing now, on how to do that. With your text I can google the rest. Thank you ^^
Thank you so much for this series Dikko! I started learning blender two months ago and after learning how to model objects I wanted to learn about rigging stuff! I'm glad I found the best series on youtube for rigging! Thanks Again! Learned a ton of things! ❤❤
This is the freaking basics. I'm only too curious to see your other more advanced tutorials now. Only hope I've got enough time a day to do so : 3 Thanks a freaking lot, Dikko!!
The only dislike is the Robot Arm. Great tutorial series! Thank you so much!
Just the thought of rigging was enough to give me PTSD before this series! Thanks Dikko, I'll try out the Character one next.
Dikko, you overlooked a flaw and idk how to fix it, when using the IK bones to control the rig, moving the controller hand bone sideways could make the hinge at the base rotate sideways too, is this fixable or do we have to assume that the animator won't move it sideways? You could see it happening at 56:27. Other than that, this is one of the great, if not the greatest tutorial ever.
Yeah you'd have to assume the animator wont move it sideways. So yeah its not a flaw of the rigging process, more a modeling/visual issue. If you want that kind "flexibility" just change the base to include a ball and socket style of hinge at the base. A simple visual change that wouldn't affect the rigging process
@@Dikko okay, thanks for clarifying.
A good course. Thank you.
I really loved the series! Very well explained and very easy to follow. 10/10
I'm new to blender but not new to 3D, this walk through was awesome!
57:00 lol you were right about that one for sure.
Thank you! Very concise yet lots of good info here.
Proud of myself. I finished the tutorial and feel good with what I created. I hope that down the road you will do a tutorial on animating the rig. Picking up a ball or whatever. That is the next area that I need to improve. You did a great job.
There will be animation videos in the future :)
Thanks for this series, it really helped me to wrap my head around the basics of rigging. You’re a great teacher ✌️
My pleasure!
Good Tutorials. I finally understood how to make FK IK system. Thank you.
uggghh.. i'm feel so overwhelmed.. I really hope you combine this series with your Modeling for Animation so I can understand the reasoning for doing nearly everything in this video.
edit: oh yeah i forgot to mention that i've never done any animation so thats why i'm overwhelmed. its so much more than i realized. thank you for putting it this together tho cuz i'm going to have to come back i'm sure.
Yes! I will eventually begin talking about rigging and animation. If you're feeling lost about animation in general and you're just starting out, blender cloud has an amazing series on animation techniques, and even supplies you with the appropriate rigs to animate with! its definitely worth the monthly donation
I am eagerly waiting for ur character rigging series with organic things......plzz make it fast......and this series is super awesome....best of all.......keep up the good work....Love from India..❤️
Thanks so much for this series. I'd been meaning to learn the basics of rigging for some time and this series really helped me to get started.
Thank you so much for the tutorial Dikko, very easy to follow
Thanks for helping me out :)
Sweet Ponos! 57 minutes long! But I will get to the end! Thanks Dikko! This is brilliant! But painful to get my head around.
Thanks for this series, I just started Blender yesterday (moving from Maya). I now think I have what it takes to make the kinds of rigs I want for my characters.
Awesome, thanks
Thank you. nice series, hopefully there is a 7th video with SNAP IK to FK and viceversa
I might make one in a separate series in the future, but since this was an introductory series, I thought it would be best to keep it simple.
2.5 years later, his last statement on this video was actually foreshadowing.
Great, thanks
Thank you so much😀
I really appreciated this serie, thanks a lot!
wonderful
Thank you for this
Is there a way to name layers? PS your videos have helped me a bunch, thank you!
Just finished the series, thank you soo much for this Dikko! Just one question, is it possible to carry over whatever transformations i made from FK onto IK?
For example, I havs the arm bent forward using FK. And now from this position I want to switch over to IK and be able to manipulate the transformations from the position I had set it to in FK
Thanks for taking the time to explain things so clearly and step by step. Do you plan on making a character rigging series? Also, do you have a patreon account? Or a gumroad one with some extra tutorials (free or not, seeing the quality I would be willing to pay with no doubt)?
My pleasure! No patreon yet, but something in the future maybe. Defs planning a character rigging series! Stay tuned
@@Dikko great, your channel I probably the best channel for rigging. Keep up the good work
SHIFT+Alt uncheck Deform to turn off Deform on non DEF bones.
Any plans to do a video to show how to animate the model / rig in this series: Beginners Guide to Rigging?
I'm a new subscriber to your channel man ! This series is really awesome 👌
Thanks for subbing dude, I hope you create some cool stuff with the tutorials
@@Dikko Sure ✌️ ! I was experimenting one two-wheeler rig, that's how I ended up watching your tutorial to learn some armature techniques. Check the rig in this link m.facebook.com/story.php?story_fbid=2832435700200635&id=100003026981562&sfnsn=wiwspmo&extid=RDvuNcxWsMkT1sY3&d=n&vh=i
Fingers are rotating and twisting, is there a constraint I'm missing? Did you limit the rotation with one of the xyz locks? I can't get it to work right either way, any way I try (Before 24:20). Love the videos by the way.
Thanks
Wow so good thanks man, learned so much!
This is amazing tutorial! Thanks a lot!!!
Yeah, I watched it from start to finish in one go. Awesome series, very well explained and lots of good practices for us beginners! The only thing that worries me a bit is all the duplication going on for fk/ik and for bones that you want to turn into controls. It feels like it should be built into blender as options and special configurations of the armature. But yeah, blender is free and already an amazing tool in its current version, so that goes into my wishlist for now. Do you know if there are any plans to make this part easier/quicker? Congrats and keep it up dude!
An automatic fk-ik builder based on a selection of bones would be amazing! Thats something you might be able to find with an addon mind you.
My man, if you think Blender doesn't have enough built-in options for automating this stuff, I'm happy you didn't rig in Maya. Without plugins you cannot even orient joints the right way. I'm watching this tutorial to learn rigging in blender but I already know rigging in maya, and this feels 100% more automated hahahahaha. Anyway, there are add-ons that make all of this kind of automatic, but learning the basics is very, very helpful.
Hi Dikko... this series awesome!!
I followed all the vedios of the series. Rigging is just fine. Now I am trying to animate it in the Pose mode. But switching from IK to FK or vice versa, the pose reverts to that of the other one.
Could you please guide, please?
How do you make the IK respect the contraints we have set up for FK? Locking axes breakes the thing. the base should basically rotate and the MCH should just move on X-axis on IK. Right now they are free to move in all directions
Спасибо чувак за твои уроки и советы! Подобный контент нынче найти трудно)
Has anyone had issues with the "Limit Location: Minimum X -> 0 m" Not working? I know this was set in a previous video, but I still haven't figured out how it isn't working, as I've tried over again, many times, as I've gone through this tutorial series. I thought I had done exactly what the author, Dikko, did, but apparently I haven't or I've got a bug. The Limit for X Location Maximum at 1 m is working. But if I manipulate the IK to FK bone past 0, it continues, and is not constrained to the minimum set.
Great help!Thanks!
Hey Dikko, thanks for these great tutorials! I have a problem with custom shapes: Bones which are freshly generated in objekt mode display custom shapes, bones which are part of or extruded from the existing armature refuse to do so. Why is that? I use blender 2.93.
I just realized IK breaks the hinge joint of Arm1. Perhaps it should be some sort of ball and socket joint to allow proper IK usage, otherwise IK should can only be used on the YZ plane and rotates according to Base2. As a type this I realized IK is a child of Base2.
How would you set up this rig such that the IK can also be animated in World Space? I don't mean changing the gizmo to world, but a switchable space so IK can operate in World.
Yeah bend the ik arm enough and it will break at the base. You could build a more complicated rig where the pivot would sit lower, but for the purpose of keeping the tutorial simple best not to go overboard if the majority of function works. All objects are ultimately animated using their gimbal/Euler space. So it's basically impossible to have an ik can operate in 'world'.
I think you can just rotate the object in object-mode and then apply the rotation with CTRL-A.
Dikko amazing tutorial, very helpful.
i tried to make the ik rotation but when i connect him with my ik bones the ik controller move the rig like a stick instead of a collection of bones so i give up on him...
the rest works, you have any tips for my weird case?
Amazing course. The best!
I have one question though, is there any way we could lighten our rig cause after adding a keyframe. the FPS jump from 24 to 12-15. Is there any way to get at least 18 FPS?
Behind the scene (from the end of the previous chapter to the beginning of this one) you moved a layer or more. I think it was from slot 9 to 3. I am trying to figure it out now.
When I'm editing the widget shape for the bone control in edit mode, the shaped bone dissapears. And only reappears when I enter back into Object mode. Any way to have them both show while the shape is being edited like in this video (the reference shape AND the bone shape)?
Interestingly, as i was following this tutorial, I never got the mistake that was fixed at the beginning of this video
Did blender 3.0 fix it automatically somehow or did i subconsciously do it correctly lmao
where i can change the thickness and color axes view?
how to interact with object with rig
can you make a video or recommend a video link to rigify rig ..as I'm in the character rigging process and lagging from where I should learn about rigify..so please help if you have any info in this way..!!
@cgdive has hands down the most comprehensive videos on rigify
Make sure you save a different blender file for each chapter in this series. I got right to the end and now only the bones move, not the mesh with it. No matter what I try the mesh just won't move anymore and after hours of googling it looks like I'm going to just have to start again......
Sure you didn’t accidentally do something like set all the deform bones to non deform or turned off the armature modifier on the mesh?
@@Dikko Looks like I did set the 'deform' bones to non deform....... Thanks for the help. When I was googling all I could find were people talking about merging vertices (which didn't making sense).
Cheers mate.
@@etherlon2766 Yeah the vertex problem is another thing, but thats really only something that happens when you get shit models from turbosquid haha
wow, they really need to add the option for the bone to inherit the custom objects transforrms, having to manually rescale and position it is a pain.
Thank you 😍
Hi dikko when you wanted to add roll to the bones you ask to press Alt+Enter after entering 90 in the bone roll value, I had accidentally pressed enter instead. One thing I noticed pressing alt+ enter actually changed the value to -90 and also all the bones actually rolled(instead of just the last selected bone rolling which happened when I only pressed enter). So what difference does alt+enter key make instead of just enter is it that its suitable to use when we value to be set for multiple objects or something like that ? I ask this because what if I wanted to set a roll of 90 instead of -90 on all the bones how can I make all the bones roll then which this shortcut ? Thanks for another amazing tut :)
Is there any way to name layers?
Hey dikko, the switch in an animation should work when exported as fbx to unity right?
Doesn't work that way. You can't export animation rigs into unity, but any animation you bake down into the deform rig can be inported into unity
What would I do for an FKIK rig where I have a root bone which the FK controls but I don't want the IK to affect it while still wanting to be able to adjust it manually? For example for a long ponytail you don't want the IK to control the first bone of it at the "top" because its too much movement for hair but it would be nice to control it a little?
Possibly solutions to my mind are:
-Don't have Driver affect it, let FK affect it while in IK mode.
-Have a Damped Follow at much reduced influence in IK mode?
-???
Not quite sure what you mean but you could have a part of the ponytail bone chain be a disconnected child of the base. Then it's a matter of seeing the correct chain length in the ik constraint. That being said, using an ik control for a ponytail isn't the best idea.
This is a great tutorial on fk-ik setup for us beginners. Sir, please make us a full human model rigging and animation if possible. Thank you very much.
Working on it :) Check out the latest vids
Thank u so much for this great and quality tutorials .One question please, i want to add a snap ik to fk and vice versa to this rig so that the switching happen seamlessly when animating ,is there a good way to do it ??
It requires some scripting that I actually don't know how to do yet.
Hi may b you missed something while rigging the lamp, the problem is fk and ik swtich while in animation ,when let say i am doing Ik moments and as soon as i switch it and do the fk , the rig will switch position from IK to Fk hence ,there will be animation of this switching as well, so how to correct that ,this switching aniamtion when turned from Fk to Ik or FK to Ik...this makes this switch pretty unuse able , as while animation it keep on switching to its original position from any point in animation let me know ???
thats not a bug, that's a feature. Literally because its switching between the poses that the fk and IK have. A more advanced rig would have automatic pose alignment, but for a basic rig like this you just have to make sure the poses of the FK and IK are the same between the keyframes.
@@Dikko okay got it so manually march it
Hi!!! im working on 2.79(no i cant update because of my laptop is old, no money, no honey) and everything was working right till the moment where i put everything together and in layers as you did, now the switch doesnt work, how can i fix this?
thank you by the way!
It should still work, the layer system is identical in 2.7 and 2.8. Maybe something was removed by accident?
@@Dikko thank you, im about to repeat everything and find what happened :)
by the way, is there a way to make the fk - ik without the switch
@@leslyskugga No, you need the switch unfortunately. Unless of course you're happy with just either an FK or an IK control scheme (so you would only need to copy the joints once instead of twice)
@@Dikko nooooooooo :((( ok thanks!
hello how can be done a snap to fk-ik and ik-fk to avoid bones transformation during switching, can this be done with drivers?
It would have to be done with a script which unfortunately I have no experience in making.
please make a character rigging video
I will eventually :)
what about ik-fk snap?
That sort of stuff needs to be done through scripting. Something I'm not particularly well versed in
@@Dikko oh! okay. hopefully looking forward in future
Thank you for the incredible tut. However I hate rigging and I want to kill myself at every second while I'm doing it; but Your tut was super applicable.
I used to hate rigging too! Now I enjoy the process. It definitely helps when you find the right resources to work with.
Hey bro, I've been following you from the part 1 of your rigging series, and I need help with a character ( a shoe character) which I built for my short film....
I can explain the whole thing if you wish..... Waiting for your reply.. ;)
Sure, let me know what the issue is and I'll see if I can answer your question
@@Dikko it is a shoe character which is very flexible and can do almost any dramatic expression and move dynamically, it is like human without hands.... But I have to show you so you can get it well... but I can't do it here..
@@AkashSharma-lp3hc I think I understand what you are looking to do, but I don't think the techniques shown in this video will work so well for something that needs to be more flexible. These videos are an introduction to something that is fairly rigid. I suggest perhaps looking into rigging techniques qith bendy bones or spline ik
@@Dikko ya these are introductory videos but can you help me figure out the rig I'm looking for... I really need help
Thank you so much to make this tutorial. but how is working IK/FK switching in process animating? if move FK bone, and switch to IK, than mesh is back to idle pose.
like this--> (5:30~5:40) ruclips.net/video/0a9qIj7kwiA/видео.html
Is there tip for switching IK to FK?
(sorry for my bad eng)
You basically have to match up the poses when you want to switch from fk to ik and keyframe each pose accordingly :).
The best beginner tutorial for Rigging in blender! Thank you so much Dikko
Thank you 😍