How to Rig a Tongue in Blender | Intermediate Tutorial
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- Опубликовано: 12 окт 2024
- Here's a tutorial on how to rig a stylized tongue in Blender using Bendy Bones. It offers both IK and FK controllers.
This tutorial is not for absolute beginners. I try to explain the steps as much as possible but you'll have an easier time following it if you already know about the basics of rigging with bones and constraints in Blender.
Don't hesitate to slow or pause the video if it goes a bit fast. Constructive feedback is welcome ! :)
I started learning how to rig thanks to the channel and courses of Pierrick Picaut, so his channel could help you too : / @pierrickpicaut_p2design
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Text-to-speech voice : "Male storyteller" from Capcut
#3drigging #rigging #tongue #3dartist #3d #animation #blender
Dude you're going to be popular. Your videos are very useful and well made, i love it.
thanks ! :D
very detailed and tough but awesome thank you
you sir is a legend...thank you for this
I look forward to many more tutorials good sir!
They take a long time to do, but I'll try my best !
Thanks. Just subscribed! I look forward to more videos.
BAE WAKE UP RAKENVAL POSTED🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
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Great! thank you for teaching :)
very nice! does the alt click, to affect all bones, not work anymore on the deform button?
As long as you hold it at the same time as you click, it should still work 👍
But tbf this one is easy to miss
It works on almost every type of value or option, as long as it shares the same name and / or number as the rest of the selected bones (or objects)
@@rakenval tysm for your response!!
i would like to say i liked the video but there is a few things that were not shown in detail enough such as how to turn off deformers and the likes what version of blender are you using and maybe (this is a personal pref) how to add it to a already existing skeleton rig but i mean i didnt mind the video
I try to keep it as short as possible, but yeah I may be overlooking some stuff sometimes
I'll add the blender versions in descriptions in future videos
This one was 4.0 if I'm not mistaken
You just need to join it with CTRL J to your other rig in object mode
@@rakenval i understand i apologize if how i stated that came off bad i was still rather heated in the moment, but either way thank you for taking into consideration some of those details ill be keeping my eyes open to your future videos :)
It's okay !
Not making new videos atm because of work but I hope I'll be able to make some later this summer
Do you use addons like Bone Manager?
This addon seems no supported after 4.0, but I'm still used to having an interface.
Hope a replacement.
I was using bone manager, yes ! The addon recently had an update for 4.0 I think
Hey, Hi. A question about hair in Blender's new hair system. I have two models in the scene, one is a humanoid, the other, just a part of this humanoid (cap hair) on which I want to work with the hair. However, when modeling the hair in this object called 'cap hair) I need to find a way in which it collides with the other object (humanoid) and, thus, give shape to this hair (for example, if the hair is long, when modeling , collide with the shoulders of the humanoid (model in which 'fur' is not applied).
It's possible?
Oh I've no idea, but maybe you could try using the Shrinkwrap node group in the hair modifiers ?
me trying to do this knowing absolutely anything about rigging 💀 still nice tutorial even tho i am still trying to figure out how to do some things xd
haha yeah, it can be a bit confusing for beginner riggers
don't hesistate to whatch other tutorials about bendy bones, bone constraints and drivers though !
Great tutorial but I'm struggling two days trying to attach rig to head bone. I did rig with no bbones and no both side ones. I'm going to import character rig to ue5
Make sure the tongue rig is joined to your character's rig (CTRL + J in object mode)
Then, any bone of the original tongue rig that dosen't have a parent should be parented to the jaw bone of your character
This should do the trick
@@rakenval Works perfekt. Thank you!
You're welcome !
@@rakenval Ctrl+J to combine the tongue rig with my character is causing the bones to stop deforming the tongue. any insight?
When joining the tongue armature to the Character armature, the tongue armature cease to exist since it becomes part of the other one. So your tongue mesh armature's modifier, that had the tongue armature as a target, is now empty. You just need to remap it to the character rig instead
how do you add bone collections?
The bone collection panel kind of replaced the bone groups one, it works basically the same, using the little "+" icon to create a new collection (the panel is in the armature data properties, with the green stickman icon)
How would you make so the tongue stays on the bottom of the mouth when opening?
You just need to parent the base bones of the tongue (first deformation bone and CTRL-Base) to the jaw controller of your character's rig
@@rakenvalnot working for me, when I open the mouth the def bone and the ctrl base move making the base of the tongue go to the other side of the throat and the tongue doesn’t stays fully on the lower part of the mouth, it goes with the motion but doesn’t stay in the same position,it start just below the teeth and when fully open it’s above them
Hmm it could be due to multiple reasons, I can't seem to reproduce a similar issue on my rig
I would unparent the tongue from the jaw, make sure the Master Controllers are parented to the Base Controller, and rotate it to see if the whole tongue moves as one (except for the first deformation bone that could stretch depending if it's parentyed to the base or not, it's ok it dosen't matter).
If it does move "as one", then it probably dosen't come from the tongue rig.
If it dosen't move "as one", you'll have to recheck the parenting hierarchy, and if the Hooks modifiers of the curve are working correctly.
I can't really guess what the exact issue is since I don't know your whole rig
Sometimes it can also be a weight painting issue, but I doubt it is the case here
If you have multiple jaw bones (def, mechanisms, controllers...), maybe some will work better than others
@@rakenval ok, know it works, after remaking to see if I miss anything, I didn't anything, there are a few more that need to be parented to the jaw, the MCH_FK_loc_tongue.001and CTRL_IK_tongue.001 and both first deformation bone and CTRL-Base, the problem I had was the system use to stretch the FK chain was been left behind and the MCH_FK_loc_tongue.001 was the source of my problems, now i have different problem that been the scale, when i scale in FK and change to IK the scale stays and then if i scale in IK i'm scalling over the scale made in FK
Nice. There isn't a single right way to do it anyway, I'm gald to hear you found a solution !
can this work with auto rig pro? also those teeth have really nice shader! care to share?
I've never used auto-rig pro but I don't see why you couldn't add new bones to it for the tongue.
As for the shader, it is basically a hand-painted texture using a toon shader. I learned most of toon shading tricks thanks to the Lightning Boy Studio channel, I believe you can get a pretty similar results using their tutos (the textures do most of the job though)
@@rakenval ah i see thanks for that i didnt know why i didnt get a notification for your response.
my brain just exploded
5:53 I've just left this comment so I know how much progress I've made, nothing fancy happens here
omg instant like
why sooo speed video whyyyy!
I'm sorry it was what worked best for me 😅
You could slow it down and follow the subtitles maybe
@@rakenval 😘