As noted in a comment by Sebastian Z, if you change the interpolation type of your child object's animation channels to 'constant' you remove the need for the extra keyframes to hold a position. Although then you will not be able to have a gradient control if you still want something like that.
Hi, Jhonny! Nice explanation, great to know more about this constraint! One thing I didn't see you mention is the little almost hidden "X" button, you will learn how to use it by reading it's tooltip. Basically, you need to insert a key before, and the keyframe after, using the "X" will zero the influence but momentarily keep the "visual transform" then you can key it normally.
Can you explain a bit more in detail how to use this feature and what will be replaced from the tutorial shown here? Although the instructions worked out well for me, I find it so overcomplex.
Would it be nice to have an ‘apply child transform per frame’ option on the constraint to avoid this rigmarole? I can’t think of many situations where you’d want the child to use it’s original location during or after releasing the child. Or maybe the ability to key frame the interpolation mode between constant and linear etc.
I am animating a guy who holds a Katana and when he is wielding while at it he then let go of the Katana then holds the Katana again, how do I do this? I have problems with the apply object method
Nice one thank you, solve my problem for now but I guess I will keep coming bck on this video till I fully understand it, bc around 5:52 my brain stop working
ok, so i would like the functionality of this modifier, but i need to be able to keyframe the target :( Any suggestions for a different solution? Like a hand on someone's wrist or an orbit around different objects in sequence.
why does no one ever "apply:" the constraint? in the drop down beside the eyeball? when do you need to "apply" it? like a modifier, right? it wont' "take" maybe fully - until you "commit" it??? why is that drop down even there???
If you were to export the motion of the sphere as a fbx anim would it look like it does in blender or (due to the contrait on long applying unless you added it yourself in another external program) would it just teleport from the first location keyframe to the second (as per the dope sheet)?
This is - again - a very well thought out tutorial. Do you write these out in advance and then find the images to match them? You don't hear your mouse/keyboard etc but the footage and the voice-over match up really well.
As far as keyboard noise goes, I use a close mic and RTX noise reduction. For the rest of it I have a rough idea what I’m going to record and do a lot of cutting out of bad takes in post production. But the voiceover is pretty much always recorded at the same time as the screen capture.
Oh, I edit so much, but I'm also getting better as I make more content. I actually have the Davinci Resolve editing hotkeys set up on my mouse to make editing faster.
I haven't tried it since I just stumbled upon your tutorial. But wouldn't changing the animation interpolation mode from linear to constant also make things easier? Meaning less effort on setting keyframes?
This is just too, too complicated for just a child of constrain. Blender devs will need to think seriously about usability some day. Artists need intuitive tools and do not want to thing about manual ui and the matrix math behind the tools at every key frame.
I'm using an old method as this is too complex. I'm copying my object, and applying "parent" to one. The other maintainsing its fixed position. All I have to do is toggle the "visibility" between the two at the right time. For example, a hand holding a cup. Another method is to cook your animation. All you have to do is; delete keyframes where you want them to remain fixed.
As noted in a comment by Sebastian Z, if you change the interpolation type of your child object's animation channels to 'constant' you remove the need for the extra keyframes to hold a position. Although then you will not be able to have a gradient control if you still want something like that.
Thank you so much for this tutorial! Perfectly explained, slow, no nonsense! Especially the part at 6:04 is pure gold and solved all the problems!
I hope blender devs will fix this "feature" soon, because after Maya's parent constraint it seems too complicated
Hi, Jhonny! Nice explanation, great to know more about this constraint! One thing I didn't see you mention is the little almost hidden "X" button, you will learn how to use it by reading it's tooltip. Basically, you need to insert a key before, and the keyframe after, using the "X" will zero the influence but momentarily keep the "visual transform" then you can key it normally.
Great tip! I'd completely overlooked that button.
Thank you so, so much! I've been looking for this answer for literal weeks, it's unbelieveable that no one else has mentioned it.
Can you explain a bit more in detail how to use this feature and what will be replaced from the tutorial shown here? Although the instructions worked out well for me, I find it so overcomplex.
Thank you Johnny, sincerely, thank you!
I must admit, I have never noticed those "visual keyframes"...Blender never stops to surprise me.
Yeah I’ve only recently understood their value myself.
Great tutorial, thank you. After 5 years in Blender now I understand what is the main purpose of visual transforms ))
I tried to fix it by my own for hours 😫
Thank you very much
Yeah, that constraint is pretty tricky. It took me a while to understand it.
Thank u for this explanation Legend
Nice and detailed explain of child of constraint!
You save my life. Thank you so much!
Very tricky constraint. Thank you very much for the brief explanation 😀
Glad it was helpful!
Would it be nice to have an ‘apply child transform per frame’ option on the constraint to avoid this rigmarole? I can’t think of many situations where you’d want the child to use it’s original location during or after releasing the child.
Or maybe the ability to key frame the interpolation mode between constant and linear etc.
Really helpful. It'll come handy in my future projects. Thanks.
very helpful, thank you Mr. matthews
I am animating a guy who holds a Katana and when he is wielding while at it he then let go of the Katana then holds the Katana again, how do I do this? I have problems with the apply object method
less gooooooo i did itttt thank you so much
This helped me complete my project
I tried you metod in a rig, but when i use the visual rotation & potition it messes up the potition, i dont know why it happens.
Nice explanation, thank you.
You are welcome!
Nice one thank you, solve my problem for now but I guess I will keep coming bck on this video till I fully understand it, bc around 5:52 my brain stop working
It will be usefull to write down a step ba step script related to that
Thanks! This Helped A Lot!
still not working bruhh spent an hr on it , i also needed track object so i used it too will it have an effect
It will be useful to write the related script
awesom tut...subscreebed!
Thanks for the sub!
A great explainer video, thanks.
ok, so i would like the functionality of this modifier, but i need to be able to keyframe the target :(
Any suggestions for a different solution?
Like a hand on someone's wrist or an orbit around different objects in sequence.
Thank you so much my friend.
Really helpful. :)
Lifesaver! Thank you!
why does no one ever "apply:" the constraint? in the drop down beside the eyeball? when do you need to "apply" it? like a modifier, right? it wont' "take" maybe fully - until you "commit" it??? why is that drop down even there???
It definitely has its uses, but not really for this. More so for modifiers.
My brain exploded. The child constraint is still as messy for my poor mind. Could they maybe implement a more straight forward solution?
If you were to export the motion of the sphere as a fbx anim would it look like it does in blender or (due to the contrait on long applying unless you added it yourself in another external program) would it just teleport from the first location keyframe to the second (as per the dope sheet)?
This is - again - a very well thought out tutorial. Do you write these out in advance and then find the images to match them? You don't hear your mouse/keyboard etc but the footage and the voice-over match up really well.
As far as keyboard noise goes, I use a close mic and RTX noise reduction. For the rest of it I have a rough idea what I’m going to record and do a lot of cutting out of bad takes in post production. But the voiceover is pretty much always recorded at the same time as the screen capture.
@@JohnnyMatthews even more impressive then. I can't go for two sentences without 4 or 5 uhms, so props to you!
Oh, I edit so much, but I'm also getting better as I make more content. I actually have the Davinci Resolve editing hotkeys set up on my mouse to make editing faster.
I haven't tried it since I just stumbled upon your tutorial. But wouldn't changing the animation interpolation mode from linear to constant also make things easier? Meaning less effort on setting keyframes?
That’s a great idea, I’ll try that
Haha, cool.. Yet I still don't get why it goes bananaz if you "child of" constrain ik controller that has a root motion to an empty
This is just too, too complicated for just a child of constrain. Blender devs will need to think seriously about usability some day. Artists need intuitive tools and do not want to thing about manual ui and the matrix math behind the tools at every key frame.
I'm using an old method as this is too complex. I'm copying my object, and applying "parent" to one. The other maintainsing its fixed position. All I have to do is toggle the "visibility" between the two at the right time. For example, a hand holding a cup. Another method is to cook your animation. All you have to do is; delete keyframes where you want them to remain fixed.
Sure! Do what works best for you!
Thanks! How did you zoom in on the interface in just one panel?
Put your mouse in that area, hold CTRL and the middle mouse button. Then move your mouse up or down.
@@JohnnyMatthews Thanks! I've been looking for this thing for a long time!)))
спасибо шеф
No problem!
damn, I hate to say it but this is a lot easier in 3ds max
As usual things are over complicated in Blender 🙄