I...didn't understand like 90% of what was said. Definitely need to watch this a few more times. Rigging is taking a while for me to understand. I have your course wish listed. Once I get some basic idea and done a few practice projects with rigs I plan to buy it and take my rigging to the next level.
Tha's OK, learning to rig is a stepping curve, you understand little concepts, and each time it helps going further. Riggin is all about getting the mental mechanism to understand it. Once you got it, everything will make sense.
fucking love your tutorials and tips videos, Using blender for years so most tutorials are useless, a lot of the things here I already knew but you explain everything so well and clearly. the simple phrase "location is applied before rotation" clears up so much and yet is hardly ever mentioned, thanks! more people should make advanced theory tutorials, I completely understand why though, blender is exploding and becoming very popular, those new to 3d rigging and modelling need beginner tutorials.
Thank you very much. The thing, beyond blender getting more popular, most of the people are not that much interested in advanced content. They prefere easy and fast result. Unfortunately, a lot of these tutorials, by scratching the surface, are building bad abbits and practices for beginners
Would you know if there is a way to use constraints to take an animation, with squash and stretch, from one rig and retarget it to a duplicate FK-rig while removing the scaling/transforms of the joints to keep only the rotations? The reason being that an animation with squash and stretch would need to have a flat hierarchy to be imported into a game engine, but that may introduce a lot of problems when working with procedural animation in-engine so it would be useful if one could keep the hierarchy. Then if one would want the squash and stretch they'd have an additional rig with a flat hierarchy.
@@atoaster2070 More less, 2.91 had only the copy rotation with offset legacy. But location with offset only with child of constraint. This Is new and useful
I got a question for you. If I designed a character with multiple object, eg. the armor and a bag attached to the body and the back, they are all high poly. I retopologized all of the object to low poly object, but it is till a pain for me to weight paint all the object individually to make them to match. do I need to 1) setup multiple rig for each object and animate them seperately? or, 2) I guess, I am not sure, if I can retoplogize all objects in to one mesh and capture all the detail with normal map so it can be rig as one mesh? 3) how people do it in game industrial? if we have a low budget? it would be nice if you can teach us. Thank you.
@@PierrickPicaut_P2DESIGN I'm looking for whenever an object is or looks deformed while moving. Similar to the Lego Movies whenever an object is in motion and it looks like it is kind of trailing behind
@@thecrinjemasterjay Well, you can't really automate it. You can use shapekeys. But what you have to understand is that, on character for movies, there are tons of blendhspaes and shapekeys used and animated by hand. It happens animator create shapekeys for a specific shot.
Well the frontier I’d close between style and realism. You know I have some love for stylised animation but some of the locomotion exercise will probably have a grounded base. And we’ll study video references. What I’m trying to say is that you will learn horse to animate as well as I can teach, it’s up to you then to go the realistic it stylised way.... 😉
This is something I'm willing to do, I've worked on snake character lately but I4m not satisfied yet with the result so I'm not ready to do a tutorial about it.
You can’t really fix it. That’s a common issue. I guess you would need to find a way with scripting. But this is how rotation works at the core level that creates this problem
Excellent resource, Pierrick. These settings can be a mindf**k :P so thanks for taking the time to explain them!
Thanks Todor!
I...didn't understand like 90% of what was said. Definitely need to watch this a few more times. Rigging is taking a while for me to understand. I have your course wish listed. Once I get some basic idea and done a few practice projects with rigs I plan to buy it and take my rigging to the next level.
Tha's OK, learning to rig is a stepping curve, you understand little concepts, and each time it helps going further. Riggin is all about getting the mental mechanism to understand it. Once you got it, everything will make sense.
THANK YOU!!!! Only Susan knows how much I needed this tutorial.
Been using Blender as swiss knife since 2004... -_-
Congrats on 25k my dude :)
Thank you 😊
Im definetly buying a course! just have to sit down and decide which one :D
Great explanation!
fucking love your tutorials and tips videos, Using blender for years so most tutorials are useless, a lot of the things here I already knew but you explain everything so well and clearly.
the simple phrase "location is applied before rotation" clears up so much and yet is hardly ever mentioned, thanks!
more people should make advanced theory tutorials, I completely understand why though, blender is exploding and becoming very popular, those new to 3d rigging and modelling need beginner tutorials.
Thank you very much. The thing, beyond blender getting more popular, most of the people are not that much interested in advanced content.
They prefere easy and fast result. Unfortunately, a lot of these tutorials, by scratching the surface, are building bad abbits and practices for beginners
OMG THANK YOU, youre amazing
You’re welcome
can you do about how to make rig for armor shouder?
Would you know if there is a way to use constraints to take an animation, with squash and stretch, from one rig and retarget it to a duplicate FK-rig while removing the scaling/transforms of the joints to keep only the rotations?
The reason being that an animation with squash and stretch would need to have a flat hierarchy to be imported into a game engine, but that may introduce a lot of problems when working with procedural animation in-engine so it would be useful if one could keep the hierarchy. Then if one would want the squash and stretch they'd have an additional rig with a flat hierarchy.
FINALLY copy location with offset
I'm pretty sure they've always had that.
@@atoaster2070 More less, 2.91 had only the copy rotation with offset legacy. But location with offset only with child of constraint. This Is new and useful
@@EpsilonStudios174 Nope, you could always enable offset in the Copy Location constraint, AFAIK. I just downloaded 2.79 to make sure, and it works.
I got a question for you. If I designed a character with multiple object, eg. the armor and a bag attached to the body and the back, they are all high poly. I retopologized all of the object to low poly object, but it is till a pain for me to weight paint all the object individually to make them to match.
do I need to
1) setup multiple rig for each object and animate them seperately? or,
2) I guess, I am not sure, if I can retoplogize all objects in to one mesh and capture all the detail with normal map so it can be rig as one mesh?
3) how people do it in game industrial? if we have a low budget?
it would be nice if you can teach us.
Thank you.
Hey, do you have a tutorial on smearing?
I've made some tutorials about trails and smear effect, what kind of smear are you looking for?
@@PierrickPicaut_P2DESIGN I'm looking for whenever an object is or looks deformed while moving. Similar to the Lego Movies whenever an object is in motion and it looks like it is kind of trailing behind
@@thecrinjemasterjay Well, you can't really automate it. You can use shapekeys. But what you have to understand is that, on character for movies, there are tons of blendhspaes and shapekeys used and animated by hand. It happens animator create shapekeys for a specific shot.
@@PierrickPicaut_P2DESIGN Oh, that makes a ton of sense. Thank you so much! I will apply this knowledge in the future!
Are you planning to include some realistic animations in the upcoming course? :D
Well the frontier I’d close between style and realism. You know I have some love for stylised animation but some of the locomotion exercise will probably have a grounded base. And we’ll study video references.
What I’m trying to say is that you will learn horse to animate as well as I can teach, it’s up to you then to go the realistic it stylised way.... 😉
please make a snake rig tutorial and how to animate this, btw thank for you awesome channel!
This is something I'm willing to do, I've worked on snake character lately but I4m not satisfied yet with the result so I'm not ready to do a tutorial about it.
thx man :D
Nice video. How about the copy rotation 0.5 influence or Transforming rotation by half popping in 180 degraus? This drives me crazy!
You can’t really fix it. That’s a common issue. I guess you would need to find a way with scripting. But this is how rotation works at the core level that creates this problem