Thank you for this. I've been using IK only for as long as I can remember, as I never really got how to set up the FK version alongside it. This was really clear for me.
while animating, IK and FK bones will be used simultaneously and that will leave ik and fk controllers all over the place, can you make the tutorial for how to snap IK controllers to Fk and vica versa. this paired with visibility controls you showed would be perfect setup.
The best and easiest way would be to use an addon like this 👉endertainer007.gumroad.com/l/mqheb. Alternatively, Pierrick has already made a tutorial on how to set this up manually here 👉 ruclips.net/video/6vdHwHSMeRQ/видео.html
Ik you're busy but, Can you make a full tutorial of the short film? (really short it's doesn't have long) how to set up a scene, plot, and animation. I want it to feel like an animated TV series. like The Amazing Digital Circus.
That's a great idea. It would definitely take a lot of work to put a video like that together. But if enough people are interested, it could be something to make in the future
So, I've followed both of your tutorials, and they take a slightly different aproach, and it's led me to have both a Deform rig, and Driver rig, and then these additional Control rigs for the limbs on top of that. Is the Driver rig redundant? or does it act as a layer of abstration from the Deform rig for game-readyness? Wouldn't you be able to get away with a Deform rig, a Control rig in normal FK, and then IK limb rigs without having to create another set of FK rigs?
3:02 At what point should these bones start moving like this? I did everything as shown in the video, but my FK bones move like regular bones, like one solid bone.
Hi, I started my first rig thanks to your previous video, and I was wondering: I already had to duplicate the skeleton to get deform and driver bones, do I still have to duplicate the arms twice, or can I take the DRV bones and just rename them FK? I don't know if my question is clear, sorry! Thanks a lot for the tutorials, they helped me a lot :)
@@richstubbsanimation So, there's no need to duplicate or restart, just rename the Bone Collection for the DRV bones FK? Great, but what do we name IK? The Deform Collection or?
@@richstubbsanimation Now the only problem I'm having is the fingers not being able to parent with the mesh with automatic weights. Even if that's not the way to go about it, there's nothing in this video or the last video that even explains what to do with the fingers. So, I'm stuck with one of two decisions; Either I, A: restart the ENTIRE thing from scratch (because I am not a Blender Guru, I don't know how to work around this.) Or B: Pray that I get lucky and hopefully figure this out. Any advice would be golden, even a freaking video link or something. Bc I cannot get these finger bones to do anything besides join the IK collection, and that does nothing to help my current situation.
I ran into a problem on the legs, where I did everything the same way as the arms. When I try to copy transforms for the FK after doing the IK, the FK can now move the mesh but the IK can't anymore. It's the same vice versa. Do you know a solution?
@@citrusblast4372 it allows you to access these controls when you link the rig into another scene. Something that you should be doing if you're animating with complex rigs
for some reason Shift+M dosn't open that menu for me and instead opens the bone layers menu. Blender is also not allowing me to edit bone groups unless i'm in pose mode. Do you know what causes these issues?
Pretty sure thats just how gone group editing works, its all done in pose mode. Edit mode is exclusively for modifying the position and size of bones, the relationships are dictated by pose mode
@@SGTFLEXXX you still need a chain that'll be the blend chain, taking in both the fk and ik constraints. This blend chain then drives the deformation chain. Keeping everything seperated is better for organisation as well as rig functionality. Keeping it seperate like this also prevents any issues from happening further down the line if you decide to add more functionality to your rig, such as orientation switching or blending.
This would be the exact same steps for the legs. I probably wouldn't do this for chains longer than 2 or 3 bones. For more flexibility in a spine I'd recommend bendy bones.
Maybe it has something to do with the hierarchy of the FK chain, when I try to rotate like it's done at 3:04, all the bones rotate equally, they are still connected, but the rotation is not the same, but when I try to unparent and parent then again, the bones stay separated, even after the parenting, I have no idea what to do
@@gabebatista4129 Thats the correct behaviour, since blender only uses the last constraint in the hierarchy. Its the Influence of this constraint that can be keyed to enable fk an IK, and also allow a smooth transition for the two. If you watch the rest of the video, you'll see how to set that up! Also with the rotation of the fk bones, make sure the transform pivot is set to "Individual Origins" This is the button at the top of the 3D Viewport, to the left of the icon that looks like a magnet.
Nope something is horribly wrong here. I made my own rig and tried to do this for the feet. I made an IK foot bone set it to control the knee and beyond. The IK bone doesn't do anything the knee bone is the only this that does something and yet it does the wrong thing. The knee now controls the foot's rotation and the IK just sits there. If I try to rotate the foot bone back into place the whole leg goes completely crazy IK still does nothing.
bro why does everything in blender have to be so complicated. It's the 5th video I am watching about this topic and I guess I am having a mental breakdown now.
I've been bashing my head against this for so long. I made the copies, turned off deform, put them in different layers, named them, and hit the remove thing. then im at the part where you actually set up the IK and when i put IK on the IK hand bone it is moving the model, like it's not supposed to move the model why is it moving? i have checked before and after to ensure the bones on the layer can't move the model but after IK is applied it moves it's 4am and imma scream
Theres a couple of things you could try. First setting the "Chain length" in the IK constraint to 2, this setting makes sure the IK is only controlling 2 bones in the chain and not all of them. You also want to check that the IK bones are not skinned to the mesh. You can do this in object mode by selecting the model, then the green triangle on the left hand side to open up the "object properties panel." Here you can scroll down to "vertex groups" and make sure it is just your deform bones that are listed here.
@@richstubbsanimation yeah did the chain length thing. it moves the mesh, though the bone doesn't follow completely. I just checked the vertex groups and the ik and fk bones aren't there even after adding the constraint and it starts moving the mesh. the only dot is on the IK layer of bone collections
@@Fizzlegear adding bones to bone collections doesn't remove their influence on the mesh. All bone collections do is organise bones by showing and hiding them, nothing more. It sounds like all you need to do is make a driver for the bone constraints of the IK
Thank you for this. I've been using IK only for as long as I can remember, as I never really got how to set up the FK version alongside it. This was really clear for me.
while animating, IK and FK bones will be used simultaneously and that will leave ik and fk controllers all over the place, can you make the tutorial for how to snap IK controllers to Fk and vica versa. this paired with visibility controls you showed would be perfect setup.
The best and easiest way would be to use an addon like this 👉endertainer007.gumroad.com/l/mqheb.
Alternatively, Pierrick has already made a tutorial on how to set this up manually here 👉 ruclips.net/video/6vdHwHSMeRQ/видео.html
@@richstubbsanimation thanks, do you use addon or setup manually ?
@@ft.harshsharma I don't use either. I just blend between the two when needed.
you call this slower?
Ik you're busy but, Can you make a full tutorial of the short film? (really short it's doesn't have long)
how to set up a scene, plot, and animation. I want it to feel like an animated TV series. like The Amazing Digital Circus.
That's a great idea. It would definitely take a lot of work to put a video like that together. But if enough people are interested, it could be something to make in the future
Thanks for the video, it was short and clear. I was avoiding this method but turned out to be simple.
Can you do a video on how to learn nodes or what the most common ones are you use?
This was a terrific guide!
So, I've followed both of your tutorials, and they take a slightly different aproach, and it's led me to have both a Deform rig, and Driver rig, and then these additional Control rigs for the limbs on top of that. Is the Driver rig redundant? or does it act as a layer of abstration from the Deform rig for game-readyness?
Wouldn't you be able to get away with a Deform rig, a Control rig in normal FK, and then IK limb rigs without having to create another set of FK rigs?
3:02 At what point should these bones start moving like this? I did everything as shown in the video, but my FK bones move like regular bones, like one solid bone.
Hi, I started my first rig thanks to your previous video, and I was wondering: I already had to duplicate the skeleton to get deform and driver bones, do I still have to duplicate the arms twice, or can I take the DRV bones and just rename them FK?
I don't know if my question is clear, sorry! Thanks a lot for the tutorials, they helped me a lot :)
Yep, you can do that!
@@richstubbsanimation So, there's no need to duplicate or restart, just rename the Bone Collection for the DRV bones FK?
Great, but what do we name IK? The Deform Collection or?
@@gravemistakes8427The naming of the collections don't matter to the rig, its only for organisational purposes.
@@richstubbsanimation Alright, I'll just rename the Deform collection to IK
@@richstubbsanimation Now the only problem I'm having is the fingers not being able to parent with the mesh with automatic weights. Even if that's not the way to go about it, there's nothing in this video or the last video that even explains what to do with the fingers.
So, I'm stuck with one of two decisions;
Either I, A: restart the ENTIRE thing from scratch (because I am not a Blender Guru, I don't know how to work around this.)
Or B: Pray that I get lucky and hopefully figure this out.
Any advice would be golden, even a freaking video link or something. Bc I cannot get these finger bones to do anything besides join the IK collection, and that does nothing to help my current situation.
Hey - is it possible to be able to move the whole arm from the wrist while only having FK?
I ran into a problem on the legs, where I did everything the same way as the arms. When I try to copy transforms for the FK after doing the IK, the FK can now move the mesh but the IK can't anymore. It's the same vice versa. Do you know a solution?
Just Change the value.
Are the fingers IK Ctrls or do I need to need to make finger armature and parent automatic weights ?
The fingers are just normal fk, they should be parented to the base deform wrist and will therefor follow along with the switching
that's a really helpful guide but you talking super fast slow down 😵💫
what does ticking library overrides do?
@@citrusblast4372 it allows you to access these controls when you link the rig into another scene. Something that you should be doing if you're animating with complex rigs
for some reason Shift+M dosn't open that menu for me and instead opens the bone layers menu. Blender is also not allowing me to edit bone groups unless i'm in pose mode. Do you know what causes these issues?
Pretty sure thats just how gone group editing works, its all done in pose mode. Edit mode is exclusively for modifying the position and size of bones, the relationships are dictated by pose mode
I'm a little confused why you need the FK on top of the base setup, as isn't the base bone setup implicitly FK?
@@SGTFLEXXX you still need a chain that'll be the blend chain, taking in both the fk and ik constraints. This blend chain then drives the deformation chain. Keeping everything seperated is better for organisation as well as rig functionality. Keeping it seperate like this also prevents any issues from happening further down the line if you decide to add more functionality to your rig, such as orientation switching or blending.
@@richstubbsanimation Thank you for the quick explanation!
good video! but why r u using "shift+m" (assign to collection) instead of just using "m" (move to collection)?
Both work!
guide is too confusing and the audio doesnt match up at some points...
Thank you so much!
Your videos are a great help! Do you apply the same methods when it comes to rigging the legs/spine or?
This would be the exact same steps for the legs. I probably wouldn't do this for chains longer than 2 or 3 bones. For more flexibility in a spine I'd recommend bendy bones.
@@richstubbsanimation Thanks for the quick reply :)
hello just wanted to ask for help cause when i added the ik rig and everything just before fk rig, I noticed that my model's wasnt bending
Thanks very much for this setup brother much appreciated
When I add the FK constraint, the IK stops moving the DEFORM bones, what should I do?
Maybe it has something to do with the hierarchy of the FK chain, when I try to rotate like it's done at 3:04, all the bones rotate equally, they are still connected, but the rotation is not the same, but when I try to unparent and parent then again, the bones stay separated, even after the parenting, I have no idea what to do
@@gabebatista4129 Thats the correct behaviour, since blender only uses the last constraint in the hierarchy. Its the Influence of this constraint that can be keyed to enable fk an IK, and also allow a smooth transition for the two. If you watch the rest of the video, you'll see how to set that up!
Also with the rotation of the fk bones, make sure the transform pivot is set to "Individual Origins" This is the button at the top of the 3D Viewport, to the left of the icon that looks like a magnet.
@@richstubbsanimation My FK wasn't bending like yours @3:04 and it was the individual origin points llke you said thanks a bunch!
You're a little impatient because it's hard understanding you
Best video out there. Thank you.
There is a way to download the rig?
Bro that's perfect! Amazing job thank you for all the straightforward information! ❤❤
Glad you found it useful!
Nope something is horribly wrong here. I made my own rig and tried to do this for the feet. I made an IK foot bone set it to control the knee and beyond. The IK bone doesn't do anything the knee bone is the only this that does something and yet it does the wrong thing. The knee now controls the foot's rotation and the IK just sits there. If I try to rotate the foot bone back into place the whole leg goes completely crazy IK still does nothing.
bro why does everything in blender have to be so complicated. It's the 5th video I am watching about this topic and I guess I am having a mental breakdown now.
😂😂
That's funny
it's really complicated
But look
catch the main bone (def) and but 2 constraint (copy transform)1st to the ik and 2nd to the fk
it's not even complicated it's that most youtube videos suck at explaining things to you and showing you how to do stuff. big league.
this guy sucks at explaining things
I've been bashing my head against this for so long. I made the copies, turned off deform, put them in different layers, named them, and hit the remove thing. then im at the part where you actually set up the IK and when i put IK on the IK hand bone it is moving the model, like it's not supposed to move the model why is it moving? i have checked before and after to ensure the bones on the layer can't move the model but after IK is applied it moves it's 4am and imma scream
Theres a couple of things you could try. First setting the "Chain length" in the IK constraint to 2, this setting makes sure the IK is only controlling 2 bones in the chain and not all of them. You also want to check that the IK bones are not skinned to the mesh. You can do this in object mode by selecting the model, then the green triangle on the left hand side to open up the "object properties panel." Here you can scroll down to "vertex groups" and make sure it is just your deform bones that are listed here.
@@richstubbsanimation yeah did the chain length thing. it moves the mesh, though the bone doesn't follow completely. I just checked the vertex groups and the ik and fk bones aren't there even after adding the constraint and it starts moving the mesh. the only dot is on the IK layer of bone collections
I just noticed if I set the IK to 3 it moves the whole arm as though the upper arm bone is moving instead of keeping it there while the rest moves
@@Fizzlegear adding bones to bone collections doesn't remove their influence on the mesh. All bone collections do is organise bones by showing and hiding them, nothing more. It sounds like all you need to do is make a driver for the bone constraints of the IK
@@richstubbsanimation wait! i just realized! they are somehow moving the deform bones! idk how
Oh yeah, this tutorial is much better
I really hope you could send your tutorial file modeling to us so we can following your step of tutorial. Thank you ♥