just realized never left a comment on this video, ive been rigging multiple characters with weapons in the past few months and i always come back to this tutorial, thanks a lot for it!
I wrote here thank you a day maybe after you published this tutorial, but I think you deserve more than 'thank you' THANK YOU VERY MUCH!! its amazing!! I keep getting back to this tutorial, and now Im doing two handed weapon combo, and this setup is so AMAZING! really flexible and easy to setup. I always had hard time with constraint and how to setup that kind of stuff but you really made my animation experience much more fun and comfortable. really really thank you so much!!
I struggle with hand-prop constraints constantly, especially since I started working on attack animation. After watching that - I am going to ditch the parenting of the prop all together (like built-in Hand-Spaces) and just use that. It's brilliantly explained & easy to use. I hope you'll do more advanced tutorials like this. Also - consider me subbed now.
This is extremely useful. Came across the video sort of by accident, but I'm pretty sure I'll use it eventually. Thank you!! Hope to se more of this "rigging for animator" type tutorials for specific situations like this one!
I’m currently working on rigging my weapon prop to the Daniel Pro rigs for a dual-hand constraint setup. The goal is to allow each hand to move independently along the handle with offsets, while still maintaining the ability for either hand to take independent control when needed. I understand the concept of using blend parents, with one arm in FK (as the main control) and the other in IK following along (Switching as needed for either hand to take control when needed) However, I’m having significant trouble setting everything up... So far, I’ve created rivets for each hand, constrained to the character's wrists, and a single controller on the prop. Above and below the controller, I’ve added two sets of locators, each with an offset in the hierarchy. Despite all this, the setup isn’t working as intended, and none of the tutorials I’ve referenced seem to address this issue or having a somewhat resembaling solution. Do you have any advice or suggestions on how to approach this?
I mainly use Maya for modeling and mesh editing, and animate with Cascadeur, but this was still helpful. I'm really an engineer/programmer and got into technical art/animation because there's just as much of a skills deficit with these things as there is with finding competent programmers. This was a concept that caused me quite a bit of head-scratching confusion. I knew better than to parent a hand and a weapon together, and that hands need a "slot" bone for items/weapons. But two-handed constraints left me with a lot of questions. I'm still not sure what the analogous setup in Cascadeur would be, but at least I know what it should look like and how experienced animators approach this in Maya. It's double difficult for me because I have to prepare the models, rig them and _then_ animate them ... and then the real work begins, getting them into a game or engine and programming all the controllers 😂
Would this be different if you're starting with a rigged character in the default A-pose? All translation/ rotation data is set to zero, so, when I use your script I end up with a locator that is out of orientation from the characters hand control. Did I miss a step, or is this a separate issue to solve? Thanks for the detailed video and explanation.
The script matches the orientation of the control of whatever is selected. If the orientation of the control is funky you can select a bone instead and that will give you the orientation you want.
Heya, great tutorial! I was just trying this out but I'm having issues where if i key the auxiliary pivot on the right hand, the point constraint breaks and no longer follows the locator on the weapon. is there a workaround to this or did I miss something?
If you set a key on attributes that are constrained it creates something called a "pairBlend". If you watch a tutorial on that you should be able to work around it no problem.
@@ClockwerkAnimator Hey Thanks for replying, I actually managed to work around it by making a separate controller thats paired to the auxiliary pivot, and it allows me to do all that i need it to, but I'll definitely take a look at that, thanks!
Hi can you make a video on character weight not object weight. How can we show weight in our character in jumps runs walks and etc I can be very helpful for many people like me thank you in advance.
just realized never left a comment on this video, ive been rigging multiple characters with weapons in the past few months and i always come back to this tutorial, thanks a lot for it!
Thanks for the video, I had the same rig and learned from your video that they had automatic prop attachment built into the rig.
I wrote here thank you a day maybe after you published this tutorial, but I think you deserve more than 'thank you'
THANK YOU VERY MUCH!! its amazing!! I keep getting back to this tutorial, and now Im doing two handed weapon combo, and this setup is so AMAZING! really flexible and easy to setup.
I always had hard time with constraint and how to setup that kind of stuff but you really made my animation experience much more fun and comfortable.
really really thank you so much!!
omg this is just golden
Thank you so much for sharing this
nothing extra, only essentials! thank you so much, such an easy and quick explanation 😍
I struggle with hand-prop constraints constantly, especially since I started working on attack animation. After watching that - I am going to ditch the parenting of the prop all together (like built-in Hand-Spaces) and just use that. It's brilliantly explained & easy to use. I hope you'll do more advanced tutorials like this. Also - consider me subbed now.
Glad it helped!
This is extremely useful. Came across the video sort of by accident, but I'm pretty sure I'll use it eventually. Thank you!! Hope to se more of this "rigging for animator" type tutorials for specific situations like this one!
Thank you for the share! The secondary hand setup looks very handy
I’m currently working on rigging my weapon prop to the Daniel Pro rigs for a dual-hand constraint setup. The goal is to allow each hand to move independently along the handle with offsets, while still maintaining the ability for either hand to take independent control when needed.
I understand the concept of using blend parents, with one arm in FK (as the main control) and the other in IK following along (Switching as needed for either hand to take control when needed) However, I’m having significant trouble setting everything up...
So far, I’ve created rivets for each hand, constrained to the character's wrists, and a single controller on the prop. Above and below the controller, I’ve added two sets of locators, each with an offset in the hierarchy. Despite all this, the setup isn’t working as intended, and none of the tutorials I’ve referenced seem to address this issue or having a somewhat resembaling solution.
Do you have any advice or suggestions on how to approach this?
Thanks for taking the time to put this together!
My pleasure!
this was really helpful! thank you.
This would be a great tutorial even if you didn't have an actual sword to demonstrate with, but the sword really adds a lot
I mainly use Maya for modeling and mesh editing, and animate with Cascadeur, but this was still helpful. I'm really an engineer/programmer and got into technical art/animation because there's just as much of a skills deficit with these things as there is with finding competent programmers. This was a concept that caused me quite a bit of head-scratching confusion. I knew better than to parent a hand and a weapon together, and that hands need a "slot" bone for items/weapons. But two-handed constraints left me with a lot of questions. I'm still not sure what the analogous setup in Cascadeur would be, but at least I know what it should look like and how experienced animators approach this in Maya. It's double difficult for me because I have to prepare the models, rig them and _then_ animate them ... and then the real work begins, getting them into a game or engine and programming all the controllers 😂
saved my life ty
Luv it, Thank You 🙂🏆!
Thanks, nice sword,
Really helpful thanks
thank you!
"Never constraint the prop to the hand control" Lmao that's exactly what I did, he sees through me xD
That makes this video worth it!
nice
Would this be different if you're starting with a rigged character in the default A-pose? All translation/ rotation data is set to zero, so, when I use your script I end up with a locator that is out of orientation from the characters hand control. Did I miss a step, or is this a separate issue to solve? Thanks for the detailed video and explanation.
The script matches the orientation of the control of whatever is selected. If the orientation of the control is funky you can select a bone instead and that will give you the orientation you want.
@@ClockwerkAnimator Awesome, thanks for the response.
Heya, great tutorial! I was just trying this out but I'm having issues where if i key the auxiliary pivot on the right hand, the point constraint breaks and no longer follows the locator on the weapon. is there a workaround to this or did I miss something?
If you set a key on attributes that are constrained it creates something called a "pairBlend". If you watch a tutorial on that you should be able to work around it no problem.
@@ClockwerkAnimator Hey Thanks for replying, I actually managed to work around it by making a separate controller thats paired to the auxiliary pivot, and it allows me to do all that i need it to, but I'll definitely take a look at that, thanks!
how you create locators from the same position of the objects - not at 0-0-0 ?
I wrote a "Create locator on object" script. The link for it is in the video info.
@@ClockwerkAnimator hi, its working good for translations but i am not able to get exact rotation order is there any solution.
A++
Hi can you make a video on character weight not object weight. How can we show weight in our character in jumps runs walks and etc I can be very helpful for many people like me thank you in advance.
I'll have to think about it. It's something I can help with but it will take more effort for me to explain it effectively.
😀 i like your hat
Thank you!
meow~ (='.'=)
Thank you ❤