bruh I've been looking for a viable way to twist the shoulder for ages. This is THE best rigging tutorial i've seen that is clean and effiecent. Thank you.
For those who want to know how to do the twist for the wrists since it's not specifically detailed in this video, and the method is slightly different: The process is similar to this video's shoulder method, but instead: - Duplicate the joints from Elbow to Wrist, but reverse the parenting. Put the Wrist twist-joint as the parent and everything else as equal children under it. - Create the Single Chain IKHandle as normal, from Wrist-Twist to Elbow-Twist. - Parent both IKhandle and twist joints to the MAIN rig's wrist this time. - Similar to the video, point constrain the MAIN Rig's elbow with the IKHandle. - The important difference is that now you're actually going to do Main Rig's elbow -> twist-joint elbow (twist-d01 as this video would call it.) -> Orient Constraint. - Finish with the Point/Orient middle twist joints as is shown in the video at 11:20.
Not only was the tutorial great, I was actually confused what this was for while following until i saw the explanation at the end and it got me to look at my own arm, rotate it and go "ooooooh riiiight", so that doubled as an anatomy lesson haha
Your channel is a goldmine man! Really great content! Quick tip for you also: Instead of doing a constraint 2:27 just use modify-> match transformations A lot of users don’t use it but it’s really handy! Uou can built a ton of really usefull scripts from that command too, including space match scripts, temporary parents and even copy animations between completely different rigs! Anyway, thanks again and keep up the good work.
how do we conncect this system with ik/fk hand with switcher setup i tried this step but got lost while connecting to both , cause its only woking with fk system if i switch to ik it doesnt work
@@timetosleep8055I'm using antcgi on a rig right now but I have annoying issues with the aim constraint he uses, ars are fliiping etc.. I don't know if there are issues like this with this setup
@@trystanbleuven791I prefer this setup over the antcgi one. Easier to setup, more control and none of those flipping issues I had with antcgi's setup.
@@timetosleep8055 I really find this setup is more stable than antcgi's setup, but I think antcgi's setup is easier to integrate a ribbon system in, though please correct me if I'm wrong.
Woww it's awesome ❤️❤️ I was doing twist upper arm bone and applying a multiply divide node to twist joint with shoulder bone and input 2x to - 1 after that the fk ik blend stopped working
bruh I've been looking for a viable way to twist the shoulder for ages. This is THE best rigging tutorial i've seen that is clean and effiecent. Thank you.
You just made my day. 🙏🏼
i agree. He's the best
For those who want to know how to do the twist for the wrists since it's not specifically detailed in this video, and the method is slightly different:
The process is similar to this video's shoulder method, but instead:
- Duplicate the joints from Elbow to Wrist, but reverse the parenting. Put the Wrist twist-joint as the parent and everything else as equal children under it.
- Create the Single Chain IKHandle as normal, from Wrist-Twist to Elbow-Twist.
- Parent both IKhandle and twist joints to the MAIN rig's wrist this time.
- Similar to the video, point constrain the MAIN Rig's elbow with the IKHandle.
- The important difference is that now you're actually going to do Main Rig's elbow -> twist-joint elbow (twist-d01 as this video would call it.) -> Orient Constraint.
- Finish with the Point/Orient middle twist joints as is shown in the video at 11:20.
Thank you for your explanation. Iam sure everyone will appreciate it. 🙏🏼
ur a godsend
It works perfectly but how do I add these joints to the already bound skin? What would be the best way to do it?
@@jakeunabia1314 Have the new middle twist joints control the twist joints the skeleton is bound to with a parent constraint.
@@pckables So for instance, “Twist_b01” parent constraint to “Twist_a01”?
omg, thank you for this, this is easily the most stable shoulder rotation I have come across
Amazing to hear. Thank you
Not only was the tutorial great, I was actually confused what this was for while following until i saw the explanation at the end and it got me to look at my own arm, rotate it and go "ooooooh riiiight", so that doubled as an anatomy lesson haha
Your channel is a goldmine man! Really great content! Quick tip for you also: Instead of doing a constraint 2:27 just use modify-> match transformations A lot of users don’t use it but it’s really handy! Uou can built a ton of really usefull scripts from that command too, including space match scripts, temporary parents and even copy animations between completely different rigs! Anyway, thanks again and keep up the good work.
Thank you Siebe. 🙏🏼
Great suggestion as well.
Amazing. I thought i was never going to be able to do this but I finally understood with your tutorial
Thank you
i agree. he's the best
how do we conncect this system with ik/fk hand with switcher setup i tried this step but got lost while connecting to both , cause its only woking with fk system if i switch to ik it doesnt work
What is the key difference between this method and the method @antCGi uses for arm roll/twist?
I have not watch the one you mentioned but i am sure each method has its own merits. This is how we go about it in some of the shows in the studio
alright thanks, will give both methods a try.
@@timetosleep8055I'm using antcgi on a rig right now but I have annoying issues with the aim constraint he uses, ars are fliiping etc.. I don't know if there are issues like this with this setup
@@trystanbleuven791I prefer this setup over the antcgi one. Easier to setup, more control and none of those flipping issues I had with antcgi's setup.
@@timetosleep8055 I really find this setup is more stable than antcgi's setup, but I think antcgi's setup is easier to integrate a ribbon system in, though please correct me if I'm wrong.
Thank you for your sharing. So when it is going to skin the character, these twist bones should be selected into Bind skin option?
Yes!
Woww it's awesome ❤️❤️
I was doing twist upper arm bone and applying a multiply divide node to twist joint with shoulder bone and input 2x to - 1 after that the fk ik blend stopped working
thanks for this tut,Could you do a tutorial teaching controls for breathing I would appreciate it very much thanks
Hey... Thanks