One and Two-Handed Prop Setup tutorial

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  • Опубликовано: 26 янв 2025

Комментарии • 41

  • @wadalapichu4873
    @wadalapichu4873 Год назад +11

    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!

  • @JamesJuiceful
    @JamesJuiceful 16 дней назад +1

    Thanks for the video, I had the same rig and learned from your video that they had automatic prop attachment built into the rig.

  • @Cadence24
    @Cadence24 2 года назад +8

    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!!

  • @AntonNikonenok
    @AntonNikonenok Год назад +2

    omg this is just golden
    Thank you so much for sharing this

  • @ulalalasorvanec
    @ulalalasorvanec 2 года назад +4

    nothing extra, only essentials! thank you so much, such an easy and quick explanation 😍

  • @AdamMadejAnim
    @AdamMadejAnim 2 года назад +1

    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.

  • @santiagoruiz7490
    @santiagoruiz7490 2 года назад +1

    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!

  • @xpler
    @xpler 2 года назад +1

    Thank you for the share! The secondary hand setup looks very handy

  • @ARTZAJC
    @ARTZAJC 4 дня назад

    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?

  • @mazew88
    @mazew88 2 года назад +1

    Thanks for taking the time to put this together!

  • @rayanxfit
    @rayanxfit Год назад +1

    this was really helpful! thank you.

  • @Jeffefferyful
    @Jeffefferyful Год назад +1

    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

  • @GameDevNerd
    @GameDevNerd Год назад +1

    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 😂

  • @junythepooh
    @junythepooh Год назад +1

    saved my life ty

  • @JoshPurple
    @JoshPurple Год назад +1

    Luv it, Thank You 🙂🏆!

  • @forzamaya4087
    @forzamaya4087 Год назад +1

    Thanks, nice sword,

  • @idle_animator
    @idle_animator 9 месяцев назад +1

    Really helpful thanks

  • @Cadence24
    @Cadence24 2 года назад +1

    thank you!

  • @afidaht299
    @afidaht299 Год назад +1

    "Never constraint the prop to the hand control" Lmao that's exactly what I did, he sees through me xD

  • @Alinaderi-yv9hs
    @Alinaderi-yv9hs Год назад +1

    nice

  • @brandonsimmonsmedia
    @brandonsimmonsmedia 18 дней назад

    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.

    • @ClockwerkAnimator
      @ClockwerkAnimator  18 дней назад +1

      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.

    • @brandonsimmonsmedia
      @brandonsimmonsmedia 14 дней назад

      @@ClockwerkAnimator Awesome, thanks for the response.

  • @kurtwinter518
    @kurtwinter518 19 дней назад

    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?

    • @ClockwerkAnimator
      @ClockwerkAnimator  18 дней назад

      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.

    • @kurtwinter518
      @kurtwinter518 18 дней назад

      @@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!

  • @nade1231
    @nade1231 Год назад

    how you create locators from the same position of the objects - not at 0-0-0 ?

    • @ClockwerkAnimator
      @ClockwerkAnimator  Год назад

      I wrote a "Create locator on object" script. The link for it is in the video info.

    • @nitinrawat3546
      @nitinrawat3546 Год назад

      ​@@ClockwerkAnimator hi, its working good for translations but i am not able to get exact rotation order is there any solution.

  • @ericdrob
    @ericdrob 2 года назад +1

    A++

  • @mr.coversingh532
    @mr.coversingh532 2 года назад

    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.

    • @ClockwerkAnimator
      @ClockwerkAnimator  2 года назад

      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.

  • @fsalad
    @fsalad Год назад +1

    😀 i like your hat

  • @sweetagony666
    @sweetagony666 2 года назад +1

    meow~ (='.'=)

  • @Saeklovesdrawing
    @Saeklovesdrawing Год назад +1

    Thank you ❤