I dont know if anyone else had this problem but documenting here in case! When I was testing the blends between 0 and 1 on the upper arm, my arm would go to the FK controls at 0 as expected, but at 1 the deform joints would only go to the middle and not all the way over to the IK controls like it should have. My problem after looking around was that I had moved the IK controls "out of the way" by ROTATING the ORG_IKparent for the arm - but I noticed he does not do that, he actually TRANSLATES the hand control out to the front a bit, so no rotation was happening. Whereas the FK controls, it seems fine that the upper arm joint is rotated to get those controls out of the way. Once I translated the IK hand control to move the IK arm out to the front of the deform rig, the blend then worked as expected by traveling to the IK controls at a value of 1.
Hey! For some reason, my hand joint rotates 90 degrees after connecting the output of blend_FKIK_hand_L to the rotation value in DEF_hand_L in the node editor. Do you happen to know what may be causing the problem? Thank you! :)
Rigging in Maya feels like rigging in Blender with extra steps for same the result xD. Might be because I'm totally new to Maya and haven't figured out the quick way of doing things just yet.
Just a random question, when I hook up the rotation of the bones to the colour input, it creates a node halfway between called 'unit conversion'. Everything still works as shown in the tutorial, I just wanted curious if this would change anything or if its just Maya being Maya.
Thanks! I personally prefer blenders system if only because I’m a one man band for a lot of the time. Maya is defs the King for those most complicated of rigs
I see a technical like switch IK FK but its not blending, and it keep position when we switch between 2 mode, can you make a video tutorial about that ?. Thanks
You can do that by changing the custom property from "float" to "boolean". As for the pose snapping that would require some basic scripting (I might teach myself how to do that with chat gpt haha)
@@Dikko Owowow, but I have some problems. I follow your step and when i blending, all joint of finger dont follow IK it just follow FK. I do something wrong :( ?
Bro i am doing exactly what your doing but when i move my blend values from 0 to 1 it doesn't move from IK to FK switch from the blend values 😢, what can i do ,am stuck on this tutorial here......?
@@Dikko yes, I actually repeated the whole process about 3 times just to make sure am not making the mistake I may not be knowing and it does the same thing, at the wrist it works when I rotate, but at the upper arm just shakes when I turn blender number from 1 to zero
This video took me like 3 days to fully watch, having to pause and rewind, but it's ACTUALLY working and I'm so thankful for your tutorial!
I dont know if anyone else had this problem but documenting here in case!
When I was testing the blends between 0 and 1 on the upper arm, my arm would go to the FK controls at 0 as expected, but at 1 the deform joints would only go to the middle and not all the way over to the IK controls like it should have. My problem after looking around was that I had moved the IK controls "out of the way" by ROTATING the ORG_IKparent for the arm - but I noticed he does not do that, he actually TRANSLATES the hand control out to the front a bit, so no rotation was happening. Whereas the FK controls, it seems fine that the upper arm joint is rotated to get those controls out of the way. Once I translated the IK hand control to move the IK arm out to the front of the deform rig, the blend then worked as expected by traveling to the IK controls at a value of 1.
I was probably just not paying attention when he translated the hand control and caused a problem for myself!
I hope your pillow is always comfortably cold
great video, Thank you for the explanations of the hierarchy in the node editor 😀
Thanks so much for the tutorial! It really helps a lot!
Hey! For some reason, my hand joint rotates 90 degrees after connecting the output of blend_FKIK_hand_L to the rotation value in DEF_hand_L in the node editor. Do you happen to know what may be causing the problem? Thank you! :)
Check the orientation axis and it will be fixed
Aaah I'm having this same issue on one of my arms. Do you know how you fixed it? I can't quite figure it out from what the other comments say :/
Rigging in Maya feels like rigging in Blender with extra steps for same the result xD. Might be because I'm totally new to Maya and haven't figured out the quick way of doing things just yet.
Just a random question, when I hook up the rotation of the bones to the colour input, it creates a node halfway between called 'unit conversion'. Everything still works as shown in the tutorial, I just wanted curious if this would change anything or if its just Maya being Maya.
It should be fine :). You rocking an older version of Maya?
@@Dikko Yeah the '22 edition, I probably should've updated already but didn't want to risk some older file compatibility errors. ^^
Hey bro i just figured this shiet out, open preferences-setting-working units then change angular from degree to radians. It works for me bro
@@rushbbro ah awesome, cheers for that. o/
Pretty nice how these tutorials are going on! Maya > Blender for rigging 🤭
Thanks! I personally prefer blenders system if only because I’m a one man band for a lot of the time. Maya is defs the King for those most complicated of rigs
My switch is not working it goes to the Ik but FK isnt working can U look at my file ?
wouldn't a reverse node into X in/out into ''limb_ctrl_grp'' visibility makes things a bit simpler?
Works either way!
why is everything workin for me except the left arm fk handle???
Great stuff! When I connect hand with rotation (18:37) my DEF hand joints gets crooked. Why is that?
Your joint orientation is out of whack on the hands. Try reorienting just the hand joints to world space
I see! Thank you so much. Your videos are superb my friend 👌
I see a technical like switch IK FK but its not blending, and it keep position when we switch between 2 mode, can you make a video tutorial about that ?. Thanks
You can do that by changing the custom property from "float" to "boolean". As for the pose snapping that would require some basic scripting (I might teach myself how to do that with chat gpt haha)
@@Dikko Owowow, but I have some problems. I follow your step and when i blending, all joint of finger dont follow IK it just follow FK. I do something wrong :( ?
Bro i am doing exactly what your doing but when i move my blend values from 0 to 1 it doesn't move from IK to FK switch from the blend values 😢, what can i do ,am stuck on this tutorial here......?
Did you output the blend node to the correct joint inputs?
@@Dikko yes, I actually repeated the whole process about 3 times just to make sure am not making the mistake I may not be knowing and it does the same thing, at the wrist it works when I rotate, but at the upper arm just shakes when I turn blender number from 1 to zero
Just like me
@@futuretimes805 Did you ever find out what it was? I have the same problem.
@@kholoodmohammed5773 Did you ever find out what it was? I have the same problem.
BLENDER please 😒
Yes! More Blender content is coming soon!