I love how much this guy sounds like a genuine tutorial youtuber instead of a corporate guy who doesn't really want to be doing this Makes it much more enjoyable
Hey brother. I'm Priyanshu from Rajasthan, India. I need little help with my blender project. If you know the rigging well... Please let me know. I want a brushless motor to be rigged. Will wait for your reply 😄😄
I love when tutorial are going step by step and also doing mistakes. It's like a quick release of the information, and than immediately releasing a couple of day one patches. Instead of postpone the whole information till its without flaws, but also till I have forgotten half of the input.
You know, at first I thought it was ridiculous when the guy said "...except that it doesn't work!" But after going off script a couple times on my own, when something doesn't look right, I think back to what he did to fix it. I really like how this tutorial works. It doesn't just teach you how to do it; it shows you what can go wrong and how to navigate all those principles to the right result.
Old thread resurrection. Started learning Fusion 360, and wanted to do sculpting. Now learning blender concurrently. Whole series is humbling. On the bright side, now when I design on Fusion 360, it all seems so easy. Bad side is I feel like I've just played multiplayer BF3 for 2 day marathon.
@@cryptus24 He's using simple words and referencing of parent relationships, which IS very basic. If that sounds like quantum physics to you then you definitely don't have a mind for this right now haha.
@@Gredran Quantum physics is also explained using simple words and references. It's just a matter of knowing what those words mean. In order to use this it seems like you need an in depth understanding of how of the program handles bones. You'll have to forgive us for our ignorance.
So glad this tutorial also shows certain common mistakes and explains what went wrong! It makes it so much easier to translate the knowledge into my own projects. I don't like tutorials that only show you how to do it right, because if what I want to do is even slightly different from what the tutorial is for, I risk making horrendous mistakes and have no clue how to fix them.
Other tutorials just give you the steps, but don't tell you the reason behind them. You have just explained everything in a very smooth way along with the logic behind them. I appreciate this video very much.
This is the kind of tutorial that everyone should watch before everything else, its a shame that youtube only recommend weird stuffs in the first time. Thanks Dillon Gu for this incridible tutorial.
Kinda late comment, but these tutorials are one of THE BEST. The narrator doesn't sound "corporate" and the tutorial itself is actually INCREDIBLE! I was having difficulties trying to learn IK rigging and the video actually EXPLAINED why X decision should be made instead of just saying "Do X, do Y, now you have what you want." Cheers!
IDK, Dillon's explanation of manual IK reminded me a lot of the Captain's material workflow rant already? :D Basically every step is like "Except _now,_ [ m o r e p r o b l e m s ] because _you_ weren't paying attention & forgot to do [tedious non-obvious step that seems kinda hacky]." But yeah, something in between the auto-IK checkbox and that manual setup process would sure be nice - though IDK if such a thing is even possible.
a 9 minutes video took me hours to complete and follow along, "that's it" I felt such a relief when you said it, thank you for the supper compressed tutorial.
I am enjoying the encyclopedia immensely. I have never seen a teacher incorporate common mistakes into their teaching. This is a real master move, since we learn by making mistakes. And mistakes happen all the time when working in 3D. Whoever put this together, I salute and thank you!
this tutorial is so good. there's another tutorial out there on basic rigging that i'm sure a lot of you have seen and were immensely confused by. this video actually explains why these things work the way they do. incredible. i feel like i totally understand what IK is and how it works now.
What I like to do is to create a path on which I animate an empty to travel from 0 up in Z direction for as long I want my animation to last. Now I add drivers to the rotation copying the value of the empty to the bone in world space. When I now bend the path the bone will move accordingly as long as the empty follows the curve. This way I have always full control over the movement without messing with keyframes at all. I can just tweak the curve in 2D space until I'm happy with the result. It's pretty much a hand made graph editor that is a lot more powerful!
I saw many talking in videos about IK but I never knew what they were talking about when I searched in google it gave me some words which I don't know about, but now I know it, great explanation. Any beginner can understand it.
i remember watching countless videos abt how to use blender when i was 13/14 everything was so convoluted in blender back in 2014/15 now it`s a cake walk imo.
OH. MY. GOD. I HAVE NO WORDS TO DESCRIBE HOW MUCH I LOVE YOUR VIDEO! After so many months of searching the solution for crazy moving rig I've finally found this video, thank you so much 😭😭😭
Like Neo has to go to the source, I too had to go to the Blender Channel to finally understand IK. Thanks man, you explained every error that can happen and build the IK up step by step, it's perfect.
Very good explanation! It's not only explaining how to do, but also why (my biggest gripe with most tutorials is, they don't actually teach much). Easy to follow and actually understand how to work with that feature.
You finally spoke my language. You gave me the who and why. I now can IK rig you did something that no other IK tutorial has yet do congrats. Basically control and limiter per se.
Let me get this straight ... 1. Parent forearm to hand 2. add IK const. to forearm and point to the hand 3. disconnect hand from forearm, but keep it parented 4. change chain length to 2 (or whatever for what you're working on) 5. unparent the hand from the forearm 6. then reparent hand to forearm 7. duplicate the hand 8. unparent the duplicate 9. change forearm's constraint to point to the new duplicate hand 10. add copy_rotation constraint to the hand bone to copy the hand_IK bone 11. enlarge or custom shape hand_IK bone for easy identification (optional) 12. Duplicate hand_IK bone and move it behind the elbow as a reference for proper bending 13. Set the rig as the forearm's pole-target in the IK options 14. Set "behind elbow" bone as the pole-target bone 15. Slightly bend the elbow backwards in edit mode to give it a push in the right direction 16. Set pole angle value until the elbow points in the correct direction Ya man - totes simps ... *rolls eyes*
there is no arm base rig??? only these ones Ball Ball (tail) Ball (legs) Pendulum Sky Sky (armless) Sky (continuous mesh, variation created for the Blender Fundamentals series)
blender you guys are AWESOME! I don't know if i would have gotten into or even known about animation had you guys and your brilliant software and simple tutorials not existed
I usually get annoyed when a tutorial spends too long explaining, however, the fact that you showed each step THEN what could go wrong or what needs to be done next to solve a problem with each step is incredibly helpful.
In Blender 3.0.0 When disconnected "Hand" bone (In my case it was foot) I lost armature - mesh distort capability/relation. Had to remove parent bone armature completely and reassign parent (without automatic weights, because I did not want to loose weight painting). I had some strange flakiness already before with this rather simple setup however when I added "Knee" bone as per another tutorial.
Hi. In blender 3 I was able to fix the stretching problem by unchecking "stretch" in the kinematic constraint options. Just a tip for blender 3 users that might stumble by this video when googling.
It's not best practice to change the roll angle. Although it works the right way is to view the axis of the bones and line them up correctly leaving roll angle at 0.
I keep remembering Michael from Vsauce everytime you say "except that it is not rotating" or whatever the case may be, and I go in my head.. "Or is it?" looool. Thank you for the video.
some of these things, where there is an obvious problem with how things work seem like a simple toggle to tell it to work a different way while still working the same would be better
That's obviously best IK tutorial out there, also made with 2.80! Thanks a lot for sharing exact knowledge, w/o mumbles and shamanic dance around the user corpse.
this is what i love about blender. great free tutorials. Not some paywall and having to go through hundreds of terrible ones that somone shot with a potato and left the mic off, then other clowns trying to get you to download some dodgey python script.
i remember when i made my first 3d model in my animation class in high school, and when i was learning about armature, it was well, don't really remember, but i remember seeing a picture and that picture showed these extra bones floating around the character, and i think i would see something about guide bones, but i don't know all i know is that it was confusing
Any plans for a video covering the Composting system? Unfortunately it's one of my weak spots with Blender, having used it very little, and I need a good primer on it, for 2.8.
"the forearm is pointing to the hand but the hand is parented to the forearm this means that when the hand moves the forearm will try to point to the hand but if the forearm moves to point to the hand ... the hand will have to move because it's parented to the forearm thus moving the hand further which will move the forearm further to point to the hand, which will move the hand further because it's parented, which will move the forearm to point to the hand etc etc, this is called a cyclic dependency ..."
Ah thats what the angle is for - my mirrored inverse kinematics always pointed to the opposite direction... thanks to you i know how to fix it - just turn the "pole angle" by 180 degrees - and boom it works^^
Lol, as someone who has used Maya, this is just another example of why Blender still needs a lot of work. Not that Maya is NOT a pain in the ass, but IK actually works instantly when you add it (minus the pole vector, usually).
The tutorials are great! How do I make it so I can see the arm model and armature (arm) rig at the same time. I have to go into wire frame mode whilst in pose mode in order to see the armature joints to pose them. In your example you can see both at the same time. Please tell me how to do this?
I love how much this guy sounds like a genuine tutorial youtuber instead of a corporate guy who doesn't really want to be doing this
Makes it much more enjoyable
@@flingstone1510 he just wants likes
didn't they hire dillongoo to make them?
Right?? He's so fun to listen to
Blender is free and open source, people work for the project because they like it.
i thought it was blender guru or something until i looked down
these tutorials are so well made! SO glad they actually explain why you do what you do!
Just what I was going to write. I very much agree
And don't try to sell you non-free addons like some "tutorials" on youtube.
ditto, I love tutorials that explain their reasoning in a concise way
I laughed so hard watching those arm movements and now I'm almost crying thinking how hard it is to apply
Yes it is
Hey brother. I'm Priyanshu from Rajasthan, India. I need little help with my blender project. If you know the rigging well... Please let me know. I want a brushless motor to be rigged. Will wait for your reply 😄😄
@@thepriyanshow9273 keep on waiting bud…
Simulated paradoxes and cyclic dependencies are so goddamn funny, just the computer or program absolutely shitting itself
@@thepriyanshow9273 still waiting??
I love when tutorial are going step by step and also doing mistakes. It's like a quick release of the information, and than immediately releasing a couple of day one patches. Instead of postpone the whole information till its without flaws, but also till I have forgotten half of the input.
You know, at first I thought it was ridiculous when the guy said "...except that it doesn't work!" But after going off script a couple times on my own, when something doesn't look right, I think back to what he did to fix it. I really like how this tutorial works. It doesn't just teach you how to do it; it shows you what can go wrong and how to navigate all those principles to the right result.
your explaining is so great that I felt like I could take on disney single-handedly until I got to this episode. Humbled me real quick
Old thread resurrection. Started learning Fusion 360, and wanted to do sculpting. Now learning blender concurrently. Whole series is humbling. On the bright side, now when I design on Fusion 360, it all seems so easy. Bad side is I feel like I've just played multiplayer BF3 for 2 day marathon.
The "That's it" at the end of the video made this sound like a piece of cake :')
I mean, it is though. Pretty straight-forward stuff.
@@swishfish8858 5:35 man sounds like he is explaining quantum physics
@@cryptus24 He's using simple words and referencing of parent relationships, which IS very basic.
If that sounds like quantum physics to you then you definitely don't have a mind for this right now haha.
@@Gredran Quantum physics is also explained using simple words and references. It's just a matter of knowing what those words mean. In order to use this it seems like you need an in depth understanding of how of the program handles bones. You'll have to forgive us for our ignorance.
I deleted the cube, now what?
Make a new one!
What I usually do is, I close the blender app and reopen it, and boom there will be a cube
@@sardoreto Just Ctr + N, it'll save your time
hide the lamp and the Camera ..haha
Ctrl + z is always there buddy.
So glad this tutorial also shows certain common mistakes and explains what went wrong! It makes it so much easier to translate the knowledge into my own projects. I don't like tutorials that only show you how to do it right, because if what I want to do is even slightly different from what the tutorial is for, I risk making horrendous mistakes and have no clue how to fix them.
Dont mind me, just some timestamps for me to get back to. And thanks for the great tutorial
1:42
3:08
4:09
4:30
6:28
7:57
9:13
Other tutorials just give you the steps, but don't tell you the reason behind them.
You have just explained everything in a very smooth way along with the logic behind them.
I appreciate this video very much.
Everybody gangsta till u get to IK
I've watched the video 5 times already 😭😭😭
What a mess
after watching so many tutorials stil ldont get how to rig a Dragons
it's not really hard as you think if you experiment with it
LMAO xD
Tip: Instead of using the "copy location" constraint use "Copy transform" to be able to scale and rotate at once
This is the kind of tutorial that everyone should watch before everything else, its a shame that youtube only recommend weird stuffs in the first time.
Thanks Dillon Gu for this incridible tutorial.
Kinda late comment, but these tutorials are one of THE BEST. The narrator doesn't sound "corporate" and the tutorial itself is actually INCREDIBLE! I was having difficulties trying to learn IK rigging and the video actually EXPLAINED why X decision should be made instead of just saying "Do X, do Y, now you have what you want."
Cheers!
This is the best Blender IK tutorial out there. They're not just telling you how. They're telling you why. And it's not overly complicated or long.
Thanks for your best attempts to explain all of this.
But we need Captain Disillusion to make fun of this system :)
IDK, Dillon's explanation of manual IK reminded me a lot of the Captain's material workflow rant already? :D
Basically every step is like "Except _now,_ [ m o r e p r o b l e m s ] because _you_ weren't paying attention & forgot to do [tedious non-obvious step that seems kinda hacky]."
But yeah, something in between the auto-IK checkbox and that manual setup process would sure be nice - though IDK if such a thing is even possible.
Now this video is the first really complex in this series! I´ll need to watch more times to get everything.
a 9 minutes video took me hours to complete and follow along, "that's it" I felt such a relief when you said it, thank you for the supper compressed tutorial.
This tutorial is amazing. Taught me the fundamentals and the trial and error behind creating IK. Rather then just walk through a check list
I am enjoying the encyclopedia immensely. I have never seen a teacher incorporate common mistakes into their teaching. This is a real master move, since we learn by making mistakes. And mistakes happen all the time when working in 3D. Whoever put this together, I salute and thank you!
never expected tutorials from software itself to be enjoyable. nice job blender.
this tutorial is so good. there's another tutorial out there on basic rigging that i'm sure a lot of you have seen and were immensely confused by. this video actually explains why these things work the way they do. incredible. i feel like i totally understand what IK is and how it works now.
What I like to do is to create a path on which I animate an empty to travel from 0 up in Z direction for as long I want my animation to last. Now I add drivers to the rotation copying the value of the empty to the bone in world space. When I now bend the path the bone will move accordingly as long as the empty follows the curve. This way I have always full control over the movement without messing with keyframes at all. I can just tweak the curve in 2D space until I'm happy with the result. It's pretty much a hand made graph editor that is a lot more powerful!
I like how you cover all the potential issues new users will likely comes across before they happen. Saves a lot of head scratching, thanks!
When I saw him move that hand and it took the entire arm, I was left in awe... Thank you Blender for the amazing video
I Can never get over how incredible this whole tutorial is.
Thanks for the slow yet brief break down, really helped out a lot!
8:45 - No wonder I was having trouble with the bones not bending.
This tutorial really covered my IK issues. Thanks!
I saw many talking in videos about IK but I never knew what they were talking about when I searched in google it gave me some words which I don't know about, but now I know it, great explanation. Any beginner can understand it.
Goodness this is like the best IK tutorial ever, really well explained. Never really understood rigging setups like this till now!
i remember watching countless videos abt how to use blender when i was 13/14 everything was so convoluted in blender back in 2014/15 now it`s a cake walk imo.
OH. MY. GOD. I HAVE NO WORDS TO DESCRIBE HOW MUCH I LOVE YOUR VIDEO! After so many months of searching the solution for crazy moving rig I've finally found this video, thank you so much 😭😭😭
Like Neo has to go to the source, I too had to go to the Blender Channel to finally understand IK. Thanks man, you explained every error that can happen and build the IK up step by step, it's perfect.
Very good explanation! It's not only explaining how to do, but also why (my biggest gripe with most tutorials is, they don't actually teach much). Easy to follow and actually understand how to work with that feature.
You finally spoke my language. You gave me the who and why. I now can IK rig you did something that no other IK tutorial has yet do congrats. Basically control and limiter per se.
Let me get this straight ...
1. Parent forearm to hand
2. add IK const. to forearm and point to the hand
3. disconnect hand from forearm, but keep it parented
4. change chain length to 2 (or whatever for what you're working on)
5. unparent the hand from the forearm
6. then reparent hand to forearm
7. duplicate the hand
8. unparent the duplicate
9. change forearm's constraint to point to the new duplicate hand
10. add copy_rotation constraint to the hand bone to copy the hand_IK bone
11. enlarge or custom shape hand_IK bone for easy identification (optional)
12. Duplicate hand_IK bone and move it behind the elbow as a reference for proper bending
13. Set the rig as the forearm's pole-target in the IK options
14. Set "behind elbow" bone as the pole-target bone
15. Slightly bend the elbow backwards in edit mode to give it a push in the right direction
16. Set pole angle value until the elbow points in the correct direction
Ya man - totes simps ... *rolls eyes*
Honestly, this is the only video that actually makes sense on the topic!
there is no arm base rig??? only these ones Ball
Ball (tail)
Ball (legs)
Pendulum
Sky
Sky (armless)
Sky (continuous mesh, variation created for the Blender Fundamentals series)
blender you guys are AWESOME! I don't know if i would have gotten into or even known about animation had you guys and your brilliant software and simple tutorials not existed
This video is so clear and concise that I instinctively hit the like button. Props to the tutorial maker. Thank you so much.
I was fast phasing through all the tutorials until I get to this part. I have to rewatch this tutorial a few times.
i dont know why but at 2:20 when the arm raises and bounces its so cute. i almost couldnt resist waving back at it lol
Clear and straight to the point, just what I like in a tutorial!
I usually get annoyed when a tutorial spends too long explaining, however, the fact that you showed each step THEN what could go wrong or what needs to be done next to solve a problem with each step is incredibly helpful.
I just made my own IK rig, but here's the spin!~ Each arm is a separate object, like how the N64 would animate for example. Very cool!
In Blender 3.0.0 When disconnected "Hand" bone (In my case it was foot) I lost armature - mesh distort capability/relation.
Had to remove parent bone armature completely and reassign parent (without automatic weights, because I did not want to loose weight painting).
I had some strange flakiness already before with this rather simple setup however when I added "Knee" bone as per another tutorial.
Hi. In blender 3 I was able to fix the stretching problem by unchecking "stretch" in the kinematic constraint options. Just a tip for blender 3 users that might stumble by this video when googling.
5:03 I nearly coughed up a lung laughing at this few seconds, my GOSH
Did you live through the experience?
@@Erathia6666 no he died that's why he wrote it _after_
me too)
@@Erathia6666 sadly i did die
I was about to cry with IK. This video saved me and made my day. Thank you.
It's not best practice to change the roll angle. Although it works the right way is to view the axis of the bones and line them up correctly leaving roll angle at 0.
There's so many parts I this tutorial where it's like "he got us in the first half"
The voiceover is so entertaining!
Please make a IK/FK switch tutorial
Wow! Thanks man for explaining the rigs with the reason behind their working so easily.
2:09 wait so you mean ive been moving my arms wrong all this time?
Important, You must watch this video now. If you didn't you waste your time as i did. Awesome This is a very clear explanation.
So cool. Now I know how my video game characters work. Since starting learning 3d , no energy left for gaming, or anything else.
I keep remembering Michael from Vsauce everytime you say "except that it is not rotating" or whatever the case may be, and I go in my head.. "Or is it?" looool.
Thank you for the video.
very informative and easily understandable, witch is a lot compaired to any other blender tutorial
I was finding some ik tutorials with the rig on it since the one I saw just messed up my things entirely, and I am so happy this one did not~
I was wondering who made this precise yet short tutorial ... official Blender :D thx guys, awesome
IK's were confusing to me. Not any more. Thank you so much for this.
Great way to understanding rigging. Great tutorial 👍
Thank you so much. It is explained so well and in a way where you know you can also use it for legs
Thanks! This tutorial really helped me with animation the model for my game.
Great. Step by step, easily. Valuable to learn this "atomic" modelling procedure.
some of these things, where there is an obvious problem with how things work seem like a simple toggle to tell it to work a different way while still working the same would be better
you should honestly thank me since i will probably rewatch this video 2000 times in my lifetime and thats like 8 bucks in ad revenue
These videos are very helpful!
I've been planning a Animated Series and I'm using Blender, so these videos are great!
Fantastic video. Thank you Michael, You have inspired to get into soft editing and videos soft design too.
That's obviously best IK tutorial out there, also made with 2.80!
Thanks a lot for sharing exact knowledge, w/o mumbles and shamanic dance around the user corpse.
this is what i love about blender. great free tutorials. Not some paywall and having to go through hundreds of terrible ones that somone shot with a potato and left the mic off, then other clowns trying to get you to download some dodgey python script.
i remember when i made my first 3d model in my animation class in high school, and when i was learning about armature, it was well, don't really remember, but i remember seeing a picture and that picture showed these extra bones floating around the character, and i think i would see something about guide bones, but i don't know all i know is that it was confusing
Any plans for a video covering the Composting system? Unfortunately it's one of my weak spots with Blender, having used it very little, and I need a good primer on it, for 2.8.
"it correctly influences only the forearm."
the forearm: 5:04 *W I B B L E*
Thanks! this really speed things up.. have been moving bones individually :P
"the forearm
is pointing to the hand but the hand is parented to the forearm this means that when the hand moves the forearm will try to point to the hand but if the forearm moves to point to the hand ... the hand will have to move because it's parented to the forearm thus moving the hand further which will move the forearm further to point to the hand, which will move the hand further because it's parented, which will move the forearm to point to the hand etc etc, this is called a cyclic dependency ..."
I love the way these are done!! So informational AND entertaining!
Super helpful and exactly what I was looking for, thank you
Ah thats what the angle is for - my mirrored inverse kinematics always pointed to the opposite direction... thanks to you i know how to fix it - just turn the "pole angle" by 180 degrees - and boom it works^^
Lol, as someone who has used Maya, this is just another example of why Blender still needs a lot of work.
Not that Maya is NOT a pain in the ass, but IK actually works instantly when you add it (minus the pole vector, usually).
I occasionally wonder if there are any Maya or Substance Painter devs working on Blender
Thanks for this IK tutorial. This is great and clear. Blender team - you are the best!
dont worry, inverse kinematics cant hurt you
Inverse kinematics: hold my beer
This helped me complete my very first character model! Thank you for including a very helpful video!
by the end I just expected him to keep saying "exceeept" after each step and the video to continue infinitely
I LOVE HIS WAY TO EXPLAIN!!!!! Thank you!
It would be nice to see the extra step of weighting the mesh. I keep getting random issues once my armature is all set :(
The tutorials are great! How do I make it so I can see the arm model and armature (arm) rig at the same time. I have to go into wire frame mode whilst in pose mode in order to see the armature joints to pose them. In your example you can see both at the same time. Please tell me how to do this?
Thanks for the video, but I wonder if using duplicate bones for animation has an impact on video game performance (for example, exporting to Unity)
Thank you so much, I keep coming back to this video in order to remember how the heck to do ik :P
High rate of tips per minute in this video! Thank you!
This tutorial is just what I was looking for. Thanks so much!
Thanks a million; This looks like it'll make animating less tedious.
I swear that hand wave at 2:30 made me burst in laugh
thanks all i had to do was listen and i got it down in like 2 trys
I hope this will work better as my last attempt creating an industrial robotarm in 3D studio Max.
my head heats up as I watch this video
Thank You You Are A BLENDER GOD
rigging examples in tutorials always look fun :V