You can press the "X" button next to the constraint's influence to set the it to 0 and apply an inverse transform and preform a seamless switch (like you did with "Apply Visual Transform to Pose", but quicker). It works with all constraints.
@@cyanlos01 This is kinda hard for me to explain in a comment, but I'll try. A constraint modifies the transformation of a bone/object. But when you set its influence to 0, the said modification is cancelled and the bone/object is brought back to its original position/orientation/scale. By "inverse transform" I meant bringing a bone/object back to the position/orientation/scale it had before the constraint's influence has been set to 0. I hope this makes sense..
@@TheJobCompany Nah, I think I get that. My question was how do you do that practically in Blender, is there a button for that, or does that mitigate the issues with "Set Inverse" clicked repeatedly in regards to what LPL mentioned?
@@cyanlos01 For most setups I will even avoid using the child of constraint and jump right to the copy transforms. This gives me more control, in the long run, avoids the set inverse button and keeps all the information visible for the animator. While it may be tougher to use it is also more reliable.
"Apply Visual Transform to Pose" is EXACTLY what I was looking for. I watched like 3 videos on this and they all showed how to pick somthing up, but not put it back down without it teliporting who knows where. thank you so much. I needed this so my character can take off there hat, when it starts parented.
and, if u dont have a rig for the object ur character is picking...just use the same but with the "object" menu....and set "visual transform" , the rest its the same way as the video
@Runax a easy way to do it is by animate by key frame the eye icon/render one, so you use 2 objects, and u can hide the second object by animate the visibility and render (to have a reference, but it's not necessary the viewport visibility one)...and unhide the one that is attached to the hand... I'm bad explaining but if u want i can make a video about that, will take only 3 minutes hehe
Goddamn, I've been stuck for days trying to figure out how to get characters to hold objects with 2 hands, as well as pickup objects and place them at different locations from where they were picked up, and this video solved that instantly, so simple.
Thank you! That "Set Inverse" tip is exactly what I needed. It seems the default behavior should be the "Set Inverse" option rather than the other way around. Also, the name is anything but intuitive. Thank goodness for RUclips and helpful people like you.
This is great!!! This is super helpful!!! In the past I was using duplicate objects (one parented and one not) and would just alternate animating their visibility 😂
I like that method as well! And in most cases it works fine, although sometimes hiding a revealing geometry can cause in camera .option blur issues. Try this constraint out, I'll be doing another tutorial where I do the exact same shot with a copy transforms!
Wow I'm trying to apply all my rigging skills from Maya to Blender but since blender has modifiers and is quite different from Maya I was banging my head against the wall. But now I found a good channel thank you!
Thank you! Yeah, I went from Maya to Blender a couple of years ago and it was rough at first. Maya still has some great deformation tools, but I now just have more fun in Blender :)
@@David-xd1ii In Blender the comparable feature is called drivers, I've created a couple of videos where I review how to create these: ruclips.net/p/PLbjn7kaP877u1sX4zl081V8jUeSHDY18G Drivers are essentially dialed animation data. I hope that helps!
(Comment for myself to read later its 11 in the evening writing this) animate reload without magazine. When the hands grabbing the mag latet after finishing animating set influence of mag and hand to 1 SPECIFICALLY at the point where the hand is touching the mag as it is automatically 1. Set the influence to zero the frame earlier and keyframe it. This comments for me to read later so i dont forget anyone else reading this is probably really confused lol
I've worked for a couple of companies around North America. I talk a bit about it here: www.riggingdojo.com/2018/09/07/blender-rigging-for-netflix-next-gen/
Thanks for this video. It helped me to come one step closer to my goal of doing almost the same thing in Blender. Only difference is that I'm not using a mug, but a beercan. And at the end of the animation I want the character to throw the can in a a bin. My animation is looking great so far, thanks to your video, except the ending, cause I still need to figure out how to add some velocity or whatever to the can when the character releases the can in mid-air somewhere. I'll figure it out eventually :-) Thanks again. Grtz
Thanks, nicely explained as usual! But please show us the the CopyLocation way soon - having headaches right now with ChildOf-problems! :) (Basically: how would you set the pivot point of the "child" to follow the "parent" without using ChildOfConstraint or actual parenting?)
Hehe, I tried thinking for myself and had some surprisingly postive results: There is a "Pivot" Constraint! 1. CopyTransformsConstraint. 2. PivotConstraint. 3. Duplicate bone acting as child (To get additional parent-pivot-independent rotation) . 4. Parent the duplicate to the original and remove duplicated constraints.
I have not used the pivot constraint that much. I have seen some pivot point switches where you use a copy location on a child bone, but invert all the values, then when the parent moves in space it does not change the child, but when it rotates it does. Maybe this is something I can review in the future.
for this animation you did, it seems the cup is rigged that's why you can click on the pose option while the cup is selected, what if the cup isn't rigged how do i/we go about it, thanks.
I am animating my Katana moves, my character is already holding the Katana with 1.0 Influence but I want to make an animation that he throws his katana and catch it so whenever I did the first frame that he was holding it went out from his hand, how do I fix this and solve the constraint on this solution
What does the "Set Inverse" button do exactly? I get that it fixes the location and all but why? Is it setting the inverse of its current location or something?
Excuse the necroposting, but would you consider making a showcase / tutorial video of the Copy Transform method you mentioned at the end of this video for parenting purposes?
So i'm setting up a scene with a character moving a staff then setting it in place proceeding to slide their hand up the staff to reposition. The issue i'm having is that after the initial setup i try to activate the influence of the Child of constraint again but the staff moves away, a fix was just to press inverse again BUT it ruins the earlier animation by making the staff be in a different position and when i try to restore it the staff starts to drag behind the hand. I have no idea what to do, and i can't really find a answer anywhere.
For child of it is important to only hit the inverse button once prior to starting any animation. Another option is to add a simple rig to the staff with a couple of bones, then use a copy transforms constraint to add this to the hands.
@@LevelPixelLevel OK I'll give it a try thanks for the reply, I'm a slow learner so I just spend time messing around getting use to the button and experimenting.
As you said late in the video, why not just use Copy Transforms? What is the benefit of using Child Of? In what circumstances does Copy Transforms not do the job?
What if I have a knife model and I want to animate hand movement with the knife? But for some reasons when I change the position of parent bones whole armature changes its position.
Hello Level Pixel Level, thanks for all your tutorials, I see here that The Job Company talks about the X button (Disable and Keep Transform) of the Child Of constraint, I don't get how it is supposed to work, I guess if you could make a tutorial it would help greatly. Thanks for your attention!
Hello! The tutorial is brilliant. But I have the question... is it possible to use this “Child of” for the object that is already attached with “child of” to your character. What do I mean? The cowboy has the gun on his belt and he wants to pick it. I don’t know what to use there: so basically the gun is attached to the belt of cowboy by the “child of” and I need to attach it to the hand of cowboy by “child of”. Can’t make that happen 😭 please help if you know the way.
This is a more advanced setup. If you want to do this with two child ofs you want to turn one off and one on over the same frame. For something like this I would actually set up a copy transforms with a sub-node, rather than use child of. Maybe I'll do a video on this soon, more of a technical animation tutorial.
could you do the reverse of this where the hand_ik is contraint to and object? for example: a hand grabbing on to a moving object and the hand is following the moving object instead
Ok, so. I if you do this more than one time around. Things get real ugly real quick. I've been trying to pick up, then put down, then pick up and then put down. That Really F**ks things up. And I can't figure out how to make it work.
Excellent tutorial mate, one question though, why do i have to key the bone position, rotation, and scale right before adding the childOf constraint to it? See 00:42
i have a problem where if i turn the influence back to 1 its in a different position and if i use inverse it fixes that problem, but causes another problem where earlier in the animation the position when the influence is at 1 is messed up instead. anyway to fix this?
Hi, really cool tutorial, however how do you use constraints if I linked and created a proxy for a character? It doesn't seem to give me an option to pick a specific bone to constrain to.
can you please help me? so im doing a weapon reload animation which the hand needs to put the magazine in the weapon and then he needs to let go of the magazine and then pull the bolt, so i first put the influence of the bolt child constraint in 0 and the magazine influence in 1, then i do the opposite of them both, but when i put it back to the original value the hand goes to a random direction, how do i make it so the hand stays on the location while moving the influence?
This sounds like you need to apply the visual transforms, key it, then turn off the child of constraint. Another option is to use a copy location, as this might be a little more stable than the Child Of constraint.
Make sure you have an armature (rig) object as the input target for the object. If this is saying vertex group it means that you have a mesh as the target.
Repeatable reference for Switching Child of Constraints: 1) Keyframe the final motion transforms with the first child of constraint 2) Keyframe Influence at 1.0 for first child of constraint 3) Keyframe Influence at 0.0 for second child of constraint 4) Move forward 1 frame 5) Click “X” to clear the Influence of first child of constraint *Automatically applies Visual Transform 6) Keyframe Object AND Parent transforms 7) Keyframe Influence at 0.0 for first child of constraint 8) Keyframe Influence at 1.0 for second child of constraint 9) NOW move to next keyframe
I didnt search enough but incase i cant find any solution I want to ask. I also made and animation with Child of Constraint but I am having problems while exporting to Unity.
Can anyone help me out. How to make this work with two different actions on the same rig??? Like for eg: picking up the cup in 2 different styles. So the arm will have 2 different actions. The issue I'm facing currently is that it only works with one action. If I add the 2nd action to the arm the cup gets rotated in a weird way. Is there any fix to that?
You can press the "X" button next to the constraint's influence to set the it to 0 and apply an inverse transform and preform a seamless switch (like you did with "Apply Visual Transform to Pose", but quicker). It works with all constraints.
Dude! That is an awesome feature! Thanks!
How does one apply an inverse transform?
@@cyanlos01 This is kinda hard for me to explain in a comment, but I'll try. A constraint modifies the transformation of a bone/object. But when you set its influence to 0, the said modification is cancelled and the bone/object is brought back to its original position/orientation/scale. By "inverse transform" I meant bringing a bone/object back to the position/orientation/scale it had before the constraint's influence has been set to 0. I hope this makes sense..
@@TheJobCompany Nah, I think I get that. My question was how do you do that practically in Blender, is there a button for that, or does that mitigate the issues with "Set Inverse" clicked repeatedly in regards to what LPL mentioned?
@@cyanlos01 For most setups I will even avoid using the child of constraint and jump right to the copy transforms. This gives me more control, in the long run, avoids the set inverse button and keeps all the information visible for the animator. While it may be tougher to use it is also more reliable.
"Apply Visual Transform to Pose" is EXACTLY what I was looking for. I watched like 3 videos on this and they all showed how to pick somthing up, but not put it back down without it teliporting who knows where. thank you so much. I needed this so my character can take off there hat, when it starts parented.
thats what i was looking for. thanks!
THONKS!! I WOULD HAVE NEVER BEEN ABLE TO FIGURE THAT OUT ON MY OWN!
and, if u dont have a rig for the object ur character is picking...just use the same but with the "object" menu....and set "visual transform" , the rest its the same way as the video
@Runax i'm sorry it didn't work for you.... I'm using blender 2.79 btw.... Probably it changes in the last update version
@Runax a easy way to do it is by animate by key frame the eye icon/render one, so you use 2 objects, and u can hide the second object by animate the visibility and render (to have a reference, but it's not necessary the viewport visibility one)...and unhide the one that is attached to the hand... I'm bad explaining but if u want i can make a video about that, will take only 3 minutes hehe
where do you see visual transform? dont see it
Goddamn, I've been stuck for days trying to figure out how to get characters to hold objects with 2 hands, as well as pickup objects and place them at different locations from where they were picked up, and this video solved that instantly, so simple.
Thank you! That "Set Inverse" tip is exactly what I needed. It seems the default behavior should be the "Set Inverse" option rather than the other way around. Also, the name is anything but intuitive. Thank goodness for RUclips and helpful people like you.
Glad it helped!
Couldn't agree blender developers really like to make it hard this was like my 10th video XD
This is great!!! This is super helpful!!! In the past I was using duplicate objects (one parented and one not) and would just alternate animating their visibility 😂
I like that method as well! And in most cases it works fine, although sometimes hiding a revealing geometry can cause in camera .option blur issues. Try this constraint out, I'll be doing another tutorial where I do the exact same shot with a copy transforms!
I never would have figured out the Apply Transform step without this video! (THANK YOU!!) x 1000
DAMN thats crazily easy and efficient
Omg i was wondering soooo mutch about this and finally i found it
OMG thankyou ahaha finally now I know this trick😂
Very cool. Have not yet seen anyone use this (though just getting into animation side of things). Thanks for the share.
Wow I'm trying to apply all my rigging skills from Maya to Blender but since blender has modifiers and is quite different from Maya I was banging my head against the wall. But now I found a good channel thank you!
Thank you! Yeah, I went from Maya to Blender a couple of years ago and it was rough at first.
Maya still has some great deformation tools, but I now just have more fun in Blender :)
@@LevelPixelLevel how do you deal with set driven keys? Is there something similar?
@@David-xd1ii In Blender the comparable feature is called drivers, I've created a couple of videos where I review how to create these: ruclips.net/p/PLbjn7kaP877u1sX4zl081V8jUeSHDY18G
Drivers are essentially dialed animation data. I hope that helps!
So useful....thank u
Helpful In A Huge Way
Woooo Thank you !! So helpfull, I struggle so many times fixing this behaviour manually ..
This is the child of tutor I always wanted, helped me A LOT! Thanks for this vid, man!! :)
Now, I have a question: how to export this propertly in Unity? :)
Currently working on some reload animations, this was really handy… no pun intended
Thank you so much, I was almost searching this for 2 years u finally you showed it, Thanks for Tutorials
omg i was searching an answer for months! thank you
It's like God can hear me. Thank you!!!
Exactly what i needed
Yas. Great Tutorial!
thank i didnt nowed this and make my mag on hand animations with my own hands great timesaver
Thanks, this is exactly what I was looking for!
Thank you so much. You solved a big problem i had :).
I just found your channel and it's very interesting for learn animation. I'll follow it close
THANK YOU SUO MUCH I USED TO MESS MY ANIMATIONS AND FIXED THEM FOR HOURS!!! SUBBED.
very useful man excellent job best video!
Thank you this is what im looking for very helpful :)
This is so useful!! thanks :D
exceptionally useful
many thanks for sharing your knowledge
Soooooo
Helpful....
Thank you so much! This helped
Well explained! Thank you!
(Comment for myself to read later its 11 in the evening writing this) animate reload without magazine. When the hands grabbing the mag latet after finishing animating set influence of mag and hand to 1 SPECIFICALLY at the point where the hand is touching the mag as it is automatically 1. Set the influence to zero the frame earlier and keyframe it. This comments for me to read later so i dont forget anyone else reading this is probably really confused lol
This was a lifesaver. Awesome video.
EXTREMELY helpful tutorial!! Thank you so much! By the way, where do you work as a Blender rigger?
I've worked for a couple of companies around North America. I talk a bit about it here: www.riggingdojo.com/2018/09/07/blender-rigging-for-netflix-next-gen/
Super helpful!
Thanks for this video. It helped me to come one step closer to my goal of doing almost the same thing in Blender. Only difference is that I'm not using a mug, but a beercan. And at the end of the animation I want the character to throw the can in a a bin. My animation is looking great so far, thanks to your video, except the ending, cause I still need to figure out how to add some velocity or whatever to the can when the character releases the can in mid-air somewhere. I'll figure it out eventually :-)
Thanks again. Grtz
hey man how do i do the inverse of that? like i grabbed something then i let off then i grabbed it again?
For this you can just repeat these steps here, and either delete the ending or the beginning. Animate to pickups, and then delete the first frames.
Thank you so much, it helped a lot.
Thank you so much
heyy i like this tutorial! thanks for the free content!
many thanks for this!
Helpful and explained nicely.
Wow. You safe my life bro. :)
Thanks, nicely explained as usual! But please show us the the CopyLocation way soon - having headaches right now with ChildOf-problems! :)
(Basically: how would you set the pivot point of the "child" to follow the "parent" without using ChildOfConstraint or actual parenting?)
Hehe, I tried thinking for myself and had some surprisingly postive results: There is a "Pivot" Constraint! 1. CopyTransformsConstraint. 2. PivotConstraint. 3. Duplicate bone acting as child (To get additional parent-pivot-independent rotation) . 4. Parent the duplicate to the original and remove duplicated constraints.
Oh no. The Pivot Bone Constraint acts weird as a bone constraint.. Any hints?
I have not used the pivot constraint that much. I have seen some pivot point switches where you use a copy location on a child bone, but invert all the values, then when the parent moves in space it does not change the child, but when it rotates it does. Maybe this is something I can review in the future.
This is very useful, thank you very much for sharing.
Oh my god, major thanks.
Actually my savior. Thank you!
Thanks! Very helpful
Excellent. Thank you
this is so amazing thank you!
I'm trying to import an animation using the technique into Unity, but it's not working. The mug moves in Blender but not in Unity.
Thank you so much very useful
just what i need
the downloaded project file has already been animated, I can't see what part did the "child of" constraint has been applied to even when I press alt+H
for this animation you did, it seems the cup is rigged that's why you can click on the pose option while the cup is selected, what if the cup isn't rigged how do i/we go about it, thanks.
I do the exact same set here with objects let me know if this helps: ruclips.net/video/E5r6tYRypBo/видео.html&ab_channel=LevelPixelLevel
I am animating my Katana moves, my character is already holding the Katana with 1.0 Influence but I want to make an animation that he throws his katana and catch it so whenever I did the first frame that he was holding it went out from his hand, how do I fix this and solve the constraint on this solution
very help, ty
What to do if my object is not rigged like your mug...I tried but I doesn't work on direct objects
thx for help :D
What does the "Set Inverse" button do exactly? I get that it fixes the location and all but why? Is it setting the inverse of its current location or something?
Check out this other video I made: ruclips.net/video/E5r6tYRypBo/видео.html
I review this here, let me know if this answers your question.
Thanks For tutorial
Excuse the necroposting, but would you consider making a showcase / tutorial video of the Copy Transform method you mentioned at the end of this video for parenting purposes?
So i'm setting up a scene with a character moving a staff then setting it in place proceeding to slide their hand up the staff to reposition.
The issue i'm having is that after the initial setup i try to activate the influence of the Child of constraint again but the staff moves away, a fix was just to press inverse again BUT it ruins the earlier animation by making the staff be in a different position and when i try to restore it the staff starts to drag behind the hand. I have no idea what to do, and i can't really find a answer anywhere.
For child of it is important to only hit the inverse button once prior to starting any animation.
Another option is to add a simple rig to the staff with a couple of bones, then use a copy transforms constraint to add this to the hands.
@@LevelPixelLevel OK I'll give it a try thanks for the reply, I'm a slow learner so I just spend time messing around getting use to the button and experimenting.
THANK YOU BRO
thank u very much!!
THANK YOU
Thank you!!!!!
please can you do a tutorial for copy transform please please please i'm really having issues getting my constraints right
Thanks for the tutorial. I was wondering if there's a way to place the object in a specific location.
As you said late in the video, why not just use Copy Transforms? What is the benefit of using Child Of? In what circumstances does Copy Transforms not do the job?
Once you animate grabbing something to the second position, can you move it to a third position?
Tutorial on how to grab things with 2 hands like a broom stick?
What if I have a knife model and I want to animate hand movement with the knife? But for some reasons when I change the position of parent bones whole armature changes its position.
Hello Level Pixel Level, thanks for all your tutorials, I see here that The Job Company talks about the X button (Disable and Keep Transform) of the Child Of constraint, I don't get how it is supposed to work, I guess if you could make a tutorial it would help greatly. Thanks for your attention!
how could i unchild-of the hands if for example the right hand is childed of to the left hand ?
thank you!!!
Hello! The tutorial is brilliant. But I have the question... is it possible to use this “Child of” for the object that is already attached with “child of” to your character. What do I mean? The cowboy has the gun on his belt and he wants to pick it. I don’t know what to use there: so basically the gun is attached to the belt of cowboy by the “child of” and I need to attach it to the hand of cowboy by “child of”. Can’t make that happen 😭 please help if you know the way.
This is a more advanced setup. If you want to do this with two child ofs you want to turn one off and one on over the same frame.
For something like this I would actually set up a copy transforms with a sub-node, rather than use child of.
Maybe I'll do a video on this soon, more of a technical animation tutorial.
@@LevelPixelLevel Thanks :-)
oh YES!
could you do the reverse of this where the hand_ik is contraint to and object? for example: a hand grabbing on to a moving object and the hand is following the moving object instead
Hey, maybe somebody knows a way how to snap characters hand to handle and open the door?
Ok, so. I if you do this more than one time around. Things get real ugly real quick. I've been trying to pick up, then put down, then pick up and then put down. That Really F**ks things up. And I can't figure out how to make it work.
Excellent tutorial mate, one question though, why do i have to key the bone position, rotation, and scale right before adding the childOf constraint to it? See 00:42
i have a problem where if i turn the influence back to 1 its in a different position and if i use inverse it fixes that problem, but causes another problem where earlier in the animation the position when the influence is at 1 is messed up instead. anyway to fix this?
Hi, really cool tutorial, however how do you use constraints if I linked and created a proxy for a character? It doesn't seem to give me an option to pick a specific bone to constrain to.
Thanks
can you please help me? so im doing a weapon reload animation which the hand needs to put the magazine in the weapon and then he needs to let go of the magazine and then pull the bolt, so i first put the influence of the bolt child constraint in 0 and the magazine influence in 1, then i do the opposite of them both, but when i put it back to the original value the hand goes to a random direction, how do i make it so the hand stays on the location while moving the influence?
This sounds like you need to apply the visual transforms, key it, then turn off the child of constraint. Another option is to use a copy location, as this might be a little more stable than the Child Of constraint.
Instead of saying "Bone", my menu is saying "Vertex Group" rather. How do change that?
Make sure you have an armature (rig) object as the input target for the object. If this is saying vertex group it means that you have a mesh as the target.
cool ça fonctionne tres bien , merci ;)
Repeatable reference for Switching Child of Constraints:
1) Keyframe the final motion transforms with the first child of constraint
2) Keyframe Influence at 1.0 for first child of constraint
3) Keyframe Influence at 0.0 for second child of constraint
4) Move forward 1 frame
5) Click “X” to clear the Influence of first child of constraint
*Automatically applies Visual Transform
6) Keyframe Object AND Parent transforms
7) Keyframe Influence at 0.0 for first child of constraint
8) Keyframe Influence at 1.0 for second child of constraint
9) NOW move to next keyframe
I didnt search enough but incase i cant find any solution I want to ask. I also made and animation with Child of Constraint but I am having problems while exporting to Unity.
And, how works with copy transforms? can u do a tutorial for it?
please can you do a tutorial for copy transform please please please i'm really having issues getting my constraints right please ... thanks
thank
Can anyone help me out. How to make this work with two different actions on the same rig??? Like for eg: picking up the cup in 2 different styles. So the arm will have 2 different actions. The issue I'm facing currently is that it only works with one action. If I add the 2nd action to the arm the cup gets rotated in a weird way. Is there any fix to that?
Do you do the breakdown of the other constraints method ?
thanks!!!