For anyone that cant get the bag to move...You need to add a small mesh object like an Icosphere to the foot or hand, parent it the the bone (not object...Bone). Give the icosphere rigid body physics. Disable it from render.
Yep, that works. Wish I saw this 4 hours earlier. I was trying things like clamping to, child of, all kinds of parenting, etc. Wish we could just add rigid body right to the legs like he does in the video... 😆
doesnt work for me it doesnt collide with the punching bag, i also tried to set it to mesh and base like in the comment and also adding a differentn mesh to the armature for tracking it with object constraints. any ideas?
@@TopChannel1on1 but how do you get it to not interfer with the armatures from Mixamo? Do you combine them both into one? Or would you use separate layers?
I've been having this issue with animation as well, and nobody seems to have a good answer. The best thing I could suggest is applying a shape key to the punching bag in the deformation shape you want, then keyframing it from 0 to 1 influence (or however much you need) when the foot makes contact in the timeline. Depending on the force of the kick and amount of movement of the punching bag, also play with motion blur for a more realistic effect. I've used this when I have characters sitting on soft furniture like a sofa. I shape key the deformation and then keyframe the influence so they don't clip through the mesh. It's a pain-in-the-ass, I know, but it's little details like that which can make or break your project. At least, that's how I feel. Hope this works for you!
If your character doesn't kick the bag: In the character's Rigid body change the 'Shape' to 'Mesh' and 'Source' to 'Base'
yoo this is really helping thankyou man
Just a tip. When kicking the hands should not be flailing around so clumsily like that it should be in place ready to block even while kicking.
what are you on about?
For anyone that cant get the bag to move...You need to add a small mesh object like an Icosphere to the foot or hand, parent it the the bone (not object...Bone). Give the icosphere rigid body physics. Disable it from render.
yooo thanks
Yep, that works. Wish I saw this 4 hours earlier. I was trying things like clamping to, child of, all kinds of parenting, etc. Wish we could just add rigid body right to the legs like he does in the video... 😆
doesnt work for me it doesnt collide with the punching bag, i also tried to set it to mesh and base like in the comment and also adding a differentn mesh to the armature for tracking it with object constraints. any ideas?
please show the finished scene somewhere in your video!
Whats the best way to add facial expressions to Mixamo characters?
you would have to add a facial rig
@@TopChannel1on1 but how do you get it to not interfer with the armatures from Mixamo? Do you combine them both into one? Or would you use separate layers?
@@monstermash1571 a mesh can be deformed by multiple armatures
I really liked your video. I have a problem, I do the same but my model does not move the punching bag .... :(
the bag doesn't move
Pls do for blender 3.2.1
Question how come your bag goes a different direction than the one it is kicked in????????????
i used another character from mixamo still but when he punches the object the shoes go off any idear to short it out?
Why is the bag not going in the direction of the kick? It's going the opposite direction looks very strange
how to make the punching bag deform on impact to make it look realistic?
I've been having this issue with animation as well, and nobody seems to have a good answer. The best thing I could suggest is applying a shape key to the punching bag in the deformation shape you want, then keyframing it from 0 to 1 influence (or however much you need) when the foot makes contact in the timeline. Depending on the force of the kick and amount of movement of the punching bag, also play with motion blur for a more realistic effect. I've used this when I have characters sitting on soft furniture like a sofa. I shape key the deformation and then keyframe the influence so they don't clip through the mesh. It's a pain-in-the-ass, I know, but it's little details like that which can make or break your project. At least, that's how I feel. Hope this works for you!
Are you selecting the cube character object to give active/deforming? it doesn't show up on your outliner as selected, is why I am asking.
I'm sure I am missing a critical step in the process but is there a way to take this movement and apply it to another character rig?
Rokoko
What if i want a character that is human and not just a stilized one?
you can use them too
Nice
could we have walking along a curve please
Thanks very much sir
Can you animate anything without maximo???
me? the tutorial would be 10days minimum
right on, im inspired, thanks
Thnx!
Can you show the link where you found these ready-made movements?
its called mixamo, www.mixamo.com/#/
why the bones point in strange directions
they are imported from a differrent program which uses different axis orientation
Bag doesnt move even though the margin in sensitivity is 0.001 m
Problem Solved: In the character's Rigidbody change the 'Shape to Mesh' and 'Source to Base'
title has typo, i.e. "puch" vice "punch", jsyk.
best channel
That moment you have all audio turned all the way up, even your external mix amp...