I've been dealing with 'foot sliding' for so long when animating, to think that all this time solving it was as simple as locking the foot's rotation to that of the IK Goal's Thank you for this video, two years later
I know I'm two years too late but can you explain how we can keep a joint to a certain length? Like for example, when pulling the Ankle joint, how do i constrain the length of the leg joint so i know im not stretching the leg unnaturally?
Hi! I'm looking for a course to build my first "rig to animation" from zero knowledge. Your content seems perfect, though I'm wondering if the process has changed. The bike guy was done in an older version. What do you recommend to be starting now, and would you consider selling any coaching plan? Thanks Russ.
what if I have object that is not spline based? just some polygons that was already created? How and where I can use this IK tag? I'm looking for any solutions and still fins nothing(
10:30 When ever I try inserting a pole and moving it to where the knee should be oriented, it flips my leg around 😅 I can't get it to work, it's like the pole repels instead of attracting o.o
🤔When I just try to use it, it's worse than having no pole. With no pole and the pole vector left on "auto", the IK seems to infer reasonable directions perfectly from the slight biases I used to set up the joints. With a pole or a fixed axis vector, it will flip-flop at certain positions. What the heck is going on?!? 😅 (R26 here)
Hey! Yeah I get this sometimes, I'm not 100% sure whats happening in your particular case but the IK joints can be very fiddly. You could try building it again from scratch, make sure you have a little bend in the joints in the direction you want it to point and then add IK and a pole in that order, hopefully it'll work. Good luck!
@@russ_ether Oh hey, thank you for the reply! Starting the joints pre-bent was the first thing I did. In fact, since that makes the bones move pretty organically predictably as intended, I'm tempted to just not use a pole 😅 I haven't revisited the project yet, I forgot I had one on the back burner 😁
Im confused that i add the ik chain to my left arm and it flips it upside down and bends the wrong way. But the right arm chains just fine and bends right...any help?
Hey! Its hard to tell exactly whats going wrong from your question, but maybe if you used the rig mirror tool to duplicate your right arm you might have got some axis setup incorrectly, worth trying chaning the axis in the mirror tool and trying again. Either that or make sure you have an initial bend in the arm joints that's going the right way before add IK. before Hope that helps!
@@russ_ether Ah sorry I had this up I forgot I fixed it. The problem was I needed to bring the elbow back more bc the arms were so straight that it guessed where to bend.
You didn't respond to those with the problem. Maybe you can answer. Thanks for the tutorial. I am an experienced c4d user. I did exactly what you did. But when the Wrist.goal is in the Hip, when I move the Hip down, they all move together. The wrist is not stable. Outside of the hip, the wrist remains stationary and the leg lengthens. one.
Hey! thanks for watching. Not sure about the wrist we only made legs in this one ;) The IK ankle goal should be outside the hip control. You could make sure you have your transform constraint set up correctly. Not sure I can figure it out without seeing your project file. You can double check your setup against the final rig arrangement at 22:50
You can rig with the character object, which is a rig building tool, but the rigs it generates are complex, and only serve a handful of creature types. If you want to actually learn how rigging works so you can rig anything, this is a good place to start.
I've been dealing with 'foot sliding' for so long when animating, to think that all this time solving it was as simple as locking the foot's rotation to that of the IK Goal's
Thank you for this video, two years later
Awesome tutorial! I like how Poppy his walk cycle is
Liked the information that PSR is now Transform. Thanks
ez pz straight forward - thanks! never would have figured out the poles thing
INCREDIBLE!!!!!!!!!❤
Really love the pace of your tutorials, thanks for this!
Stellar video. Nice one!!!
VERY HELPFUL AND THANK YOU FOR YOUR TIME AND KNOWLEDGE
appreciate you man!
Thank you for the tutorial. Can't wait for the new one )
Thanks for this awesome tutorial . I hope to see video explain poses in c4d
Still working as of today, ty!
thanks a lot man!
good stuff! thank you much
thanks a lot for this tuto. Very difficult to find the same quality in
french.
Thanks! Very helpful tutorial, there are only few good ones that explain rigging in a simple and understandable way
I know I'm two years too late but can you explain how we can keep a joint to a certain length? Like for example, when pulling the Ankle joint, how do i constrain the length of the leg joint so i know im not stretching the leg unnaturally?
perfect tNX
Hi! I'm looking for a course to build my first "rig to animation" from zero knowledge. Your content seems perfect, though I'm wondering if the process has changed. The bike guy was done in an older version.
What do you recommend to be starting now, and would you consider selling any coaching plan? Thanks Russ.
what if I have object that is not spline based? just some polygons that was already created? How and where I can use this IK tag? I'm looking for any solutions and still fins nothing(
10:30 When ever I try inserting a pole and moving it to where the knee should be oriented, it flips my leg around 😅
I can't get it to work, it's like the pole repels instead of attracting o.o
🤔When I just try to use it, it's worse than having no pole. With no pole and the pole vector left on "auto", the IK seems to infer reasonable directions perfectly from the slight biases I used to set up the joints.
With a pole or a fixed axis vector, it will flip-flop at certain positions.
What the heck is going on?!? 😅
(R26 here)
Hey! Yeah I get this sometimes, I'm not 100% sure whats happening in your particular case but the IK joints can be very fiddly. You could try building it again from scratch, make sure you have a little bend in the joints in the direction you want it to point and then add IK and a pole in that order, hopefully it'll work. Good luck!
@@russ_ether
Oh hey, thank you for the reply!
Starting the joints pre-bent was the first thing I did. In fact, since that makes the bones move pretty organically predictably as intended, I'm tempted to just not use a pole 😅
I haven't revisited the project yet, I forgot I had one on the back burner 😁
Oh how nice, thank you!
👍👍👍
Im confused that i add the ik chain to my left arm and it flips it upside down and bends the wrong way. But the right arm chains just fine and bends right...any help?
Hey! Its hard to tell exactly whats going wrong from your question, but maybe if you used the rig mirror tool to duplicate your right arm you might have got some axis setup incorrectly, worth trying chaning the axis in the mirror tool and trying again. Either that or make sure you have an initial bend in the arm joints that's going the right way before add IK. before Hope that helps!
@@russ_ether Ah sorry I had this up I forgot I fixed it. The problem was I needed to bring the elbow back more bc the arms were so straight that it guessed where to bend.
You didn't respond to those with the problem. Maybe you can answer. Thanks for the tutorial. I am an experienced c4d user. I did exactly what you did. But when the Wrist.goal is in the Hip, when I move the Hip down, they all move together. The wrist is not stable. Outside of the hip, the wrist remains stationary and the leg lengthens.
one.
Hey! thanks for watching. Not sure about the wrist we only made legs in this one ;) The IK ankle goal should be outside the hip control. You could make sure you have your transform constraint set up correctly. Not sure I can figure it out without seeing your project file. You can double check your setup against the final rig arrangement at 22:50
@@russ_ether thanks your ansver. I checked later. Position option is enabled. I canceled the event and it happened.
omg this rig process is so long, in 2023 this is the only way to rig a mash on Cinema 4D? A 60€/monthly software?
You can rig with the character object, which is a rig building tool, but the rigs it generates are complex, and only serve a handful of creature types. If you want to actually learn how rigging works so you can rig anything, this is a good place to start.
year 2022 bravvvvvooo 1 minute job done in 25 minutes🤣🤣
WRONG JOINTS.... SORRY MAN....DAVE NOT HERE!!!!!!