If anyone is unable to Ctrl+Shift+C at 5:12 and you have it on pose mode, then I suggest seeing if anything else in your PC has that same hotkey (like a AMD graphics card)
just when I'm starting to learn blender! I'm trying to sculpt a cute fox, a quadruped, in my style, and her legs aren't normal quadruped legs. So i'm heaving a really hard time founding alternatives hahahaha thank you for your vid!
Hi! Awesome video dude, it really helped me with my project! One problem tho, there is one chain that no matter if I follow this video word by word, the deforming bones will separate when rotating instead of staying as a chain. Of course the effect is the same but I can’t tell why is that happening… I’ll be forever grateful if you could give me some type of answer. Cheers!
Thank you 😊, and I believe if you add 1 keyframe to the root bone I usually do scale it should fix your issue its an odd thing that happens with damptrack but when you add a keyframe it usually fixes any issues like that.
The damptrack has a delay on it so I use an extra bone so the rotation is always in the exact direction you want, however the damptrack method is great even without the second set
This is an incorrect setting. Because it uses a cyclic dependency. You cannot define the purpose of restricting the bone descendant. This leads to failures. This is especially noticeable in complex installations. Instead, create a soft body. Tie it to the first bone of the chain and set the vertices of this object as the target for the bones.
It's not Useless, These techniques used in Game Industry ( I Mean in Every Game ) cause you can't Simulate everything in Game that's why these techniques are Made 🙂
@@saurabhshanshni Of course, you can do whatever you want. But in this case, there is a fundamental mistake in rigging. You cannot specify a restriction on a bone that is lower in the hierarchy (on a descendant bone). It turns out to be a cyclical dependence. After you have moved your system, select all the bones and try to return it to its original form using the alt + R command. You will see that you need to click several times. This is due to the fact that the computer does not process the data in the correct sequence.
This method does create a circular dependancy which is why one bone needs to have a keyframe, in this method you have to play the timeline to reset the bones. never the less its a very nice technique if used right. the purpos of this method is to avoid sim stuff lol
great , amazing , i was searching for this one
np
This is really helpful! Thank you very much!
Im glad I was able to help 😊
Thank you so much for this video! It really helped me :)
Np, I love teaching blender lol
If anyone is unable to Ctrl+Shift+C at 5:12 and you have it on pose mode, then I suggest seeing if anything else in your PC has that same hotkey (like a AMD graphics card)
Thank you 🙏🙏🙏
np
just when I'm starting to learn blender! I'm trying to sculpt a cute fox, a quadruped, in my style, and her legs aren't normal quadruped legs. So i'm heaving a really hard time founding alternatives hahahaha thank you for your vid!
Thats exciting how did the fox turn out id love to see it😊
thanks
Np😊
HI mom, I'm on TV !
Hi! Awesome video dude, it really helped me with my project! One problem tho, there is one chain that no matter if I follow this video word by word, the deforming bones will separate when rotating instead of staying as a chain. Of course the effect is the same but I can’t tell why is that happening… I’ll be forever grateful if you could give me some type of answer. Cheers!
Thank you 😊, and I believe if you add 1 keyframe to the root bone I usually do scale it should fix your issue its an odd thing that happens with damptrack but when you add a keyframe it usually fixes any issues like that.
a question pls, what if i use only damped track constraint, I found that the same result
The damptrack has a delay on it so I use an extra bone so the rotation is always in the exact direction you want, however the damptrack method is great even without the second set
i have to export in alembic in order to use it because it resets and messes up hair particles in render
Sorry for the late responce I can help if you weren't able to find a solution
@@tylerscoding i think exporting is only way we can stop it from resetting
i still remember your comment
"finally i have all knowledge
sculpting modeling texturing
fluid sim
rigging
animation
jiggle physics"
This is an incorrect setting. Because it uses a cyclic dependency. You cannot define the purpose of restricting the bone descendant. This leads to failures. This is especially noticeable in complex installations. Instead, create a soft body. Tie it to the first bone of the chain and set the vertices of this object as the target for the bones.
It's not Useless, These techniques used in Game Industry ( I Mean in Every Game ) cause you can't Simulate everything in Game that's why these techniques are Made 🙂
@@saurabhshanshni Of course, you can do whatever you want. But in this case, there is a fundamental mistake in rigging. You cannot specify a restriction on a bone that is lower in the hierarchy (on a descendant bone). It turns out to be a cyclical dependence. After you have moved your system, select all the bones and try to return it to its original form using the alt + R command. You will see that you need to click several times. This is due to the fact that the computer does not process the data in the correct sequence.
You are correct, anyone that tries to use this rig for more than a single movement will see for themselves. Just get wiggle bone addon.
This method does create a circular dependancy which is why one bone needs to have a keyframe, in this method you have to play the timeline to reset the bones. never the less its a very nice technique if used right. the purpos of this method is to avoid sim stuff lol
I don't like that voice but ty, Nice tutorial
(sorry for say that, you're a kidness person)
Thank you and lol
@@tylerscoding I think your voice is really chill and peaceful fwiw