I started using Blender last year and thought I'd learnt a lot in that period. Then I watch this and realise I haven't even taken baby steps yet, lol. Wonderful work :-)
I know it doesn't say it's for beginners, I find your videos useful but you're going super fast and you don't mention shortcuts, just a heads up from a beginner whom is struggling to follow your speed.
Your animations are amazing. Can you spend a little more time explaining why you set some things up? Why you need 3 sets of bones and using empties rather than just animating the deformation bone?b
I've been using a simple set-up with one master bone that just distributes the rotation along the chain. It's much better than doing it manually, but your method just completely destroys it. Just tried it out and you get so much detail for free. Subtle movements now prompt a multitude of small realistic follow-through movements down the hierarchy. Amazing. You're the best. I will go re-do all of my tail animations now.
This video so difficulty but very high quality! I bought your course, but it's still difficult. I'm trying it slowly. I'm not used to English, so I'm playing slow. But I am satisfied with your course. Always thanks.😊
2:09 what is that batch rename thing, I can't find it, I can't even change the name in the viewport with double clic like you. what is that? Also, the layer management, can't seem to find it... let alone edit it. Is this just a preview of a larger course? because im totally lost
Is it possible to do this with a joined model, one with many smaller pieces that were once separate? I made a centipede Kagune that I wold like to rig, but after trying to Parent the bones to the model, I was unable to successfully parent it and pose it(by this I mean that moving the bones did nothing).
Aye, nice. I've actually had some small problems when i played around with the trail offset stuff. I've actually been using damped track on the bones to have this kind of offset motion. This is an awesome video
FANTASTIC 0.0 (clap clap clap) needed this video for real skeleton and loop pose of a "genshin impact" character ^^ having a real skeleton i needed a visual way to figure out how to group bones and limit theyre movements like in a real body ^^ thank you again o/
Do you think this "whipping" works on characters? For example if you want to make an animated punch that is exaggerated a little bit, would that look good? Or maybe the guy getting punched in the face should have this "snapping" motion on his skin.
Why not just reduce the damped track influence throughout the chain? Say 0.5 influence between tracked bones for extremely floppy tail, or 0.8 for a more rigid floppy tail.
You totally lost me at Ctr+P at 2:25. As far as I can tell you select a whole bunch of stuff and then suddenly the tail is curled and you are in weight paint mode?
I'm way too much of a blender noob to get past your 3 minute intro of modeling and rigging this tail 😅 Anyone have video suggestions to cover the basics seen in this intro?
It’s very nice in most case but I like to be able to shape the movement at will, especially if there ‘s gonna be contact. But spline Ik are a good alternative. Just think that there are always different solution for a same problem and then it’s a matter of personnal taste
@@PierrickPicaut_P2DESIGN yes, I was thinking of making a switch for this kind of a rig and a curve. I wasn't sure how well an FK system would work so this video was useful. I like the idea of using empty's as well.
I can't select any bones does anybody have any idea why?, i literly can't weight paint i tried looking up everytutorial out there but nobody seems to have this problem. Everytime I want to click on a bone it goes out of weight paint mode to pose mode and then when i go back to weight paint mode it unselected the bone and either has no bones or all the bones somebody pls help (i dont have vertices or faces on)
Is there any reason why in pose mode selecting multiple bones is inverted than in any other mode? What I mean is for example in object mode if you select a cube and then a sphere, press ctrl + L and link materials, then the material from sphere goes onto a cube. In edit mode with bones the passive selected bone is parented to the active bone. But in pose mode if you select two bones and press shift+ctrl+c and add copy rotation then the active bone copies rotation from passive bone. Why is that? For me it seems counterintuitive. I'd be grateful for an explanation (if there's any). Love your stuff Pierrick!
the constraint goes on the Active bone. (if you don't have anything selected, you have to manually add it to the constraint.) so you select the bone you want the constraint to go on last.
How do you export it to a game engine then ? 1 bendy bone won’t give you more control, or will simply curving on one axis, but the animation range will be super limitated.
@@PierrickPicaut_P2DESIGN I agree, curve guide & hooks are way easier to setup and use imho. They export well if you "bake animation" on fbx export (or before export with the "sample keyframes" function).
This was such a great example to find since it fits with the workflow from your "art of rigging effectively" and I was wondering how to add a rigged tail to my character. I'm still working on your series there is so much great info and tips Its so exciting to see it all come to life :D Thanks so much for creating these! very exciting!
In your importing to unity, yo mention that these methods dont work with unity's humanoid animation, so is there a way to do animati retargetting with these??
You can retarget an animation if your characters are using the "same" rig. Meaning that you have the same bone naming. But if you want to use Unity humanoid collection or something comparable in UE, it won't work. There are work around to make the rig able to do both, but I need to dug this a little more and it's a pretty complex topic and method. So It will take me time to make it a good tutorial for sure.
@@PierrickPicaut_P2DESIGN You figured out how to re-target animation in unity using a non-humanoid rig or you figured out how make a non-human rig work with the humanoid system in unity?
I would not call this “the easy way” though 😉 Especially compared to how (truly) easy this would work in Cinema 4D, this is what sometimes puts me off of Blender… …if it wasn't for that great Add-on system and the community (including yourself) 😃 So, what do you think about the free “Wiggle bones” add-on over at blenderartists.org? Takes a fraction of time to set up but gives similar results, obviously with the downside of a certain lack of control as it's purely physics based. Love your work and tutorials though, great stuff!
AS you said, it's awesome. But you lack of control upon it. I would use it in production for sure. the idea, in most of my tutorial is to keep the control as much as possible and show "it is possible", but then, you choose the right solution based on time versus result versus budget. Thanks for your kind words
The "easy" way.......???? "You keep using that word. I do not think it means what you think it means." -from "The Princess Bride" It might be easier to grow a tail than to rig it.
I started using Blender last year and thought I'd learnt a lot in that period. Then I watch this and realise I haven't even taken baby steps yet, lol. Wonderful work :-)
Hey don't worry, we've all have a long road to take and.... this feeling will never leave you, believe me. It gets worth in time 😂
@@PierrickPicaut_P2DESIGN Appreciated :-)
This is literally me right now... :'(
the more u known the bigger the ladder gets. Now i understand why socrates said "i only know that i know nothing".
Pareil. T'es bien trop fort frérot, c'est insane :)
Ok, now,... that was waaaaay above my head. Back to rigging 101 tutorials for me.
nah its not this guy just over complicates it
THis is way over my skill level, but I learned how to model and rig a tail. That's enough for now. I will come back later to this tutorial. Great job!
Every video you make is gold
Thank you very much. I put a lot of energy into it so it’s very much appreciated.
I know it doesn't say it's for beginners, I find your videos useful but you're going super fast and you don't mention shortcuts, just a heads up from a beginner whom is struggling to follow your speed.
yeah i just had to slow down the video all the way and followed along haha
ture
Your animations are amazing. Can you spend a little more time explaining why you set some things up? Why you need 3 sets of bones and using empties rather than just animating the deformation bone?b
I've been using a simple set-up with one master bone that just distributes the rotation along the chain. It's much better than doing it manually, but your method just completely destroys it. Just tried it out and you get so much detail for free. Subtle movements now prompt a multitude of small realistic follow-through movements down the hierarchy. Amazing. You're the best.
I will go re-do all of my tail animations now.
I... I have no clue what happened when you started getting this side menu out and duplicating all bones, the "easy way" absolutely confused me
I got completely lost there as well.
Same here. I have absolutely no idea what's going on with the copy transform constraints et al. Completely lost me.
Hi, I think he is using an addon called bone layer manager. Hope this helps
@@SofiaClocker Does a little, stuck on the parenting chain control stuff now haha
Always so much to learn from you!
Try to make a snake rig tutorial, I think no ones do it good
I'm so lost, glad this solution works for you.
This was exactly what I was looking for, thank you!
always the best still helps alot
thanks for frying my brains with all of this new information all i wanted is to rig a tail
This was very helpful. Thank you, from northern England.
Time stamps :
Start rigging : 02:56
Improved rig : 05:20
Animating with rotation : 06:29
Going further with full tranform : 10:12
hey man, great video!
Are you french, your accent seems like you are french.
Awesome video,
Say would this be working on something with a long neck?
Also planning to do a video on rigging wings?
that BC rich behind is sick!! \m/
Such an incredible technique I've learned from you, merci beaucoup :)
09:33 this is amazing 👏👏👏
Hey thank you for this free tutorial. I really appreciate it.
Amazing stuff, complicated, but the endresult looks great.
This video so difficulty but very high quality! I bought your course, but it's still difficult. I'm trying it slowly. I'm not used to English, so I'm playing slow. But I am satisfied with your course. Always thanks.😊
i am bit surprised that you didn't use bendy bones
.
your videos surprise me every single time....Thank you :)
Brilliant overview. Thank you for this video. :)
THANK YOU SO MUCH FOR ADDING SUBTITLES IN BRAZILIAN PORTUGUESE !!!!!
glad i found your channel, this video is wonderful
Batch rename is CTRL+F2 if anybody's curious
thank you!!!
There is not enough display of hot keys, it is not always clear what you press.
don't dare notice anything with this guy's videos and PAID tutorials. the rabbit hole of dumb sh-- never ends.
2:09 what is that batch rename thing, I can't find it, I can't even change the name in the viewport with double clic like you. what is that? Also, the layer management, can't seem to find it... let alone edit it.
Is this just a preview of a larger course? because im totally lost
This video is amazing dude!
I really needed this, thanks!
You explain it very quickly... I don't have time. And the worst part is that you didn't turn on the hotkeys. What should newbies do?
Encore une vidéo super claire merci !! Hâte de pouvoir essayer ce tool de Space Switching ! :D
Is it possible to do this with a joined model, one with many smaller pieces that were once separate? I made a centipede Kagune that I wold like to rig, but after trying to Parent the bones to the model, I was unable to successfully parent it and pose it(by this I mean that moving the bones did nothing).
hey can i have this example in a blend file so i can study closely please?
Aye, nice. I've actually had some small problems when i played around with the trail offset stuff. I've actually been using damped track on the bones to have this kind of offset motion. This is an awesome video
Thnaks, happy you like it!
FANTASTIC 0.0 (clap clap clap)
needed this video for real skeleton and loop pose of a "genshin impact" character ^^
having a real skeleton i needed a visual way to figure out how to group bones and limit theyre movements like in a real body ^^
thank you again o/
Very Good Thanks for the tutorial
Really helpful thanks
Thank you mate a very much!
Tq
thx u o/
wonderful tutorial
you complicated something simple
French? Thanks for this tutorial.
Thanks !
Thank for you tutorial
think you so much
thank you!
I wish there was a way to time delay constraints like in after effects so you wouldn't have to bake them. That would be so cool.
damn this is a heavy tutorial :p
flexible bones enjoyer
Do you think this "whipping" works on characters? For example if you want to make an animated punch that is exaggerated a little bit, would that look good? Or maybe the guy getting punched in the face should have this "snapping" motion on his skin.
Why not just reduce the damped track influence throughout the chain?
Say 0.5 influence between tracked bones for extremely floppy tail, or 0.8 for a more rigid floppy tail.
that feels overcomplicated, i would rather use animation nodes for tail animations, non destrcutive, child bones calculated in real time
Exellent !
You totally lost me at Ctr+P at 2:25. As far as I can tell you select a whole bunch of stuff and then suddenly the tail is curled and you are in weight paint mode?
i appreciate any and all tutorials and the sharing of blender knowledge, but how is this the "Easy way" seems highly advanced ;p
all i can think is that its the easy advanced way XD
Hi Pierrick,
Plz tell me the status from the space switcher addon ? Is there a beta release avaiable ? Thx for the great work !!!
I was wondering the same thing. Fin doesn't seem to have it on gumroad. Hope to see it release this year
How would one rig a skirt with bones and use constraints to make it look like the skirt collides with the legs?
I would have loved you explained the correct weights you painted. Are vertices bound to 2 or more bones?
Bonjour,
Certes, je puis mettre la traduction automatique… en français.
Merci, je vais fouiller pour me mettre à niveau, ça promet :).
I'm way too much of a blender noob to get past your 3 minute intro of modeling and rigging this tail 😅
Anyone have video suggestions to cover the basics seen in this intro?
Such a fascinating tutorial, could show how to rig a snake spiraling up a character's leg?
Currently working on this kind of rig but it's very complicated so far so I believel I still havn't figured a proper way to do it.
@@PierrickPicaut_P2DESIGN thanks for the reply, yeah , I’ve tried myself , wasn’t fun kkk love your tutorials man keep up the good work
Is the addon still not out?
LMAO... those empties
hello sir is it possible to animate the Bones(tail) with displacment and drive with empty ? looking for a cape to animate without wind, thanks
when i add copy rotation to the bones from the empty, it just goes haywire :(
Hey man, I bought your course because of this tutorial, and i would gladly do it again. Thanks a lot !
Id like to know how the rigify tail is working since they dont seem to use empty
Hi, is there an addon to move offsetting the frames just applying the offset amount? that will be great, so I'm having a tail with 40 bones!!!
I have a nice tail rig now. How do I connect it to another existing bone rig?
Wait,and what about the chains?is it possible to rig chain parts to make them move,like..nunchacks?
Yes, why not ☺️
ok,but how?.I think this tutorial is more for tails.
Have you found any draw backs to using a curve IK system with a tail? I feel like having less points to animate would help save time.
It’s very nice in most case but I like to be able to shape the movement at will, especially if there ‘s gonna be contact. But spline Ik are a good alternative. Just think that there are always different solution for a same problem and then it’s a matter of personnal taste
@@PierrickPicaut_P2DESIGN yes, I was thinking of making a switch for this kind of a rig and a curve. I wasn't sure how well an FK system would work so this video was useful. I like the idea of using empty's as well.
When I copy the bones, Deparent and individual reparent, the bones do not follow. Is anyone having this issue?
I feel like this tutorial has been overcomplicated a lot. Just my opinion.
I can't select any bones does anybody have any idea why?, i literly can't weight paint i tried looking up everytutorial out there but nobody seems to have this problem. Everytime I want to click on a bone it goes out of weight paint mode to pose mode and then when i go back to weight paint mode it unselected the bone and either has no bones or all the bones
somebody pls help (i dont have vertices or faces on)
Would it be possible to make an add-on to add the copy transform constraint between the DEF and TGT bones automatically?
Is there any reason why in pose mode selecting multiple bones is inverted than in any other mode? What I mean is for example in object mode if you select a cube and then a sphere, press ctrl + L and link materials, then the material from sphere goes onto a cube. In edit mode with bones the passive selected bone is parented to the active bone. But in pose mode if you select two bones and press shift+ctrl+c and add copy rotation then the active bone copies rotation from passive bone. Why is that? For me it seems counterintuitive. I'd be grateful for an explanation (if there's any). Love your stuff Pierrick!
the constraint goes on the Active bone. (if you don't have anything selected, you have to manually add it to the constraint.) so you select the bone you want the constraint to go on last.
This is amazing but too advance for me :)
Hello, please help me, when I parent the CRTL with the TGT the CRTL moves up to the tip of the TGT, why?
Sorry, the TGT moves to the tip of the CTRL.
Curve guide with hooks. That`s all. Or 1 bendy bone with 2 controllers. Easier to control, easier to set up.
How do you export it to a game engine then ?
1 bendy bone won’t give you more control, or will simply curving on one axis, but the animation range will be super limitated.
@@PierrickPicaut_P2DESIGN I agree, curve guide & hooks are way easier to setup and use imho. They export well if you "bake animation" on fbx export (or before export with the "sample keyframes" function).
Why just Rotation In Each Origin and Upside each Single Bone Forward 1 or 2 keyframe
Have you tried this hout? Won't it break the hierarchy and goes crazy?
Maybe explain how to actully make the tail first bru
Hello, is the Layer Management Menu an Add-on?
Yes, it's in the description : Fin addons : gumroad.com/fin
@@PierrickPicaut_P2DESIGN thank you
I will make a dog now :)
pardon my ignorance, but why not just use the Wiggle Bones add-on?
Because you have no control with wiggle bones. It’s awesome for secoundary motion though 🙂
@@PierrickPicaut_P2DESIGN gotcha
but how did u make the tail in the first place, i dont know why u just sped through that
video is a little too fast for me
It would seem English is not your first language, so I just wanted to say that your English is great. 😁👍
This was such a great example to find since it fits with the workflow from your "art of rigging effectively" and I was wondering how to add a rigged tail to my character. I'm still working on your series there is so much great info and tips
Its so exciting to see it all come to life :D
Thanks so much for creating these! very exciting!
Thanks mate :)
OMG!! This is the Easy Way??? 😰😰😰
In your importing to unity, yo mention that these methods dont work with unity's humanoid animation, so is there a way to do animati retargetting with these??
You can retarget an animation if your characters are using the "same" rig. Meaning that you have the same bone naming.
But if you want to use Unity humanoid collection or something comparable in UE, it won't work.
There are work around to make the rig able to do both, but I need to dug this a little more and it's a pretty complex topic and method. So It will take me time to make it a good tutorial for sure.
@@PierrickPicaut_P2DESIGN You figured out how to re-target animation in unity using a non-humanoid rig or you figured out how make a non-human rig work with the humanoid system in unity?
I can't even find tools, like WHAT AM I LOOKING AT (rip)
I would not call this “the easy way” though 😉
Especially compared to how (truly) easy this would work in Cinema 4D, this is what sometimes puts me off of Blender…
…if it wasn't for that great Add-on system and the community (including yourself) 😃
So, what do you think about the free “Wiggle bones” add-on over at blenderartists.org?
Takes a fraction of time to set up but gives similar results,
obviously with the downside of a certain lack of control as it's purely physics based.
Love your work and tutorials though, great stuff!
AS you said, it's awesome. But you lack of control upon it.
I would use it in production for sure. the idea, in most of my tutorial is to keep the control as much as possible and show "it is possible", but then, you choose the right solution based on time versus result versus budget.
Thanks for your kind words
Can you share the tail rig?
I havn't kept the file but it would take a few minutes to reproduce it following the video I believe.
The "easy" way.......???? "You keep using that word. I do not think it means what you think it means." -from "The Princess Bride"
It might be easier to grow a tail than to rig it.
Bad Tutorial, with Hardcuts and way to fast... not even with 0.25 speed you can see what is happening in some points...
Wait a minute.....He's french?
Nice transition in your video ;)
Thanks. Made in blender 😁
This is so complex lol