Who here hates constraints as much as me? 😂 🔥 On another note, our Blender Basics course is now LIVE! ⏩ If you're an Animator who's been wanting to learn Blender, we've made this comprehensive course for you www.toanimate.ca/
Thanks so much! I was so frustrated as a beginner looking for ways to attach a sword to a hand, it seemed so simple, yet I couldn't find any good tutorials on it. Thanks for saving my night!
I want to constrain a weapon to the hand. I followed your steps except I don't want to let the weapon go. When I move the arm the weapon floats away from the hand. Is there something different about Blender 4.0 as apposed to the version you are using? I am constraining by using the ctrls of the hand and the ctrl of the weapon. Do I need to use the bones for the character instead?
Watching now. Love the professionalism in the video. I'm currently on the hunt for a tutorial on keeping both hands (primary and secondary grip) on a gun, but having a hard time finding anything
I've never worked with Unreal, but one thing you can do to bake is to select your constrained object or rig, go to "Object or "Pose" depending on what you're constraining, you can find this usually on the top of your viewports. In this case with Gunzo, it would be Object -> Animation -> Bake Action . In the Bake Action menu check 'visual keying', and once the bake is done, delete the constraint and your object should pop into the right place & keyed in the timeline. Hope this helps.
I followed the steps all the way to object apply, visual transform, but the object keeps popping back away from its position. anyone knows whats happening?
posting this mainly for me if i run into this in the future but nothing worked for me until i tried this so maybe it will help someone in the future im making anims for UE5 thus using the infima games UE5 rig: When making a single mag reload i can make it work fine with influence but now im attempting a dual/tac mag reload so i need two bones (mag1 and mag2) to be child of the left hand. What i did was: 1. like in the video, make a before and after frame for the influence 2. one frame two where i need to change influence, do: pose > apply visual transform to pose 3. click the X next to the influence, then move back and fourth in the timeline and it will sync up
before this i used to render the part where the object was parented and then changed it and rendered the part where the object is not parented after :D I realize this works a tad better
Nice content! But you don't have to apply the visual transformation... you can skip that anoying process by clicking on the X right at the end of influence slider. Hover the mouse over the X and see the tooltip. ;)
Super helpful, thank you. I subscribed! Just curios, how did you learn to use this constraint properly? I can't imagine trying to figure this out on my own.
hey how come when i try to child of constraint a gun to characters hand when i click set inverse it locks into position, but when i scroll on the timeline the gun moves to a random spot and isn't locked onto the hand. what am i doing wrong ?
@@BrianKouhi nope, so once u set inverse and it goes to the right position, that’s when u set the positions or do u set the post ion before adding constraint ?
@@xomeep Make sure to set the position before setting the constrain, so Blender knows the actual position of your object. Let me know if this fixes your issue.
Thanks a lot for the tuto. But what if max wants to pick it up with his right hand next ? Can the gun have a list of multiple parents during the animation like in 3dsmax ? Can i repeat the same process ?
I'll be making a tutorial on just that! It's hard to make 1 video on constraint since there's so many different scenarios where it'll be used different 🥲
hey there, this is useful for one weapon or prop? I mean , I am searching a universal pipeline to export my animations to unity, I do not need the same weapon, I need certains animations , such as Holding Xweapon (where X is whatever weapon) , I need fist-trigger weapon, (some kind of fist motion to shoot) ... I need different weapon but same principle... I do not use any constraint because In unity you can do not export blender's contraints.
I tried to do this before and got stuck in the last part (0 the influence). I won't talk about my workaround 😂. You can't imagine how this video is useful for me, thanks!
This is awesome stuff!! I love Gunzo's sense of humor =p. I just had one question. What if you wanted to constrain one character's hand to another character's hand. I tried doing that a couple of times but it always ends up snapping the entire rig's attributes back to default. Does that ever happen to you or is it just me and I'm doing something wrong? 😅
😅 Gunzo gets out of hand with Dad jokes sometimes.. I think that's a great topic for a video! May's wrapping up rigging, so I can use Max and May as an example 😁
When I reduce the effect to zero, I want the gun to stay where it fell, and that doesn't seem possible. this is so annoying i want to punch my computer. and after this video i will try again. this must be easier to find how we can solve the problem before watching this video it's so stupid in terms of blender creators.
Yeah it's not the smartest way to do constraints. There's also the dynamic constraint addon you could consider. I made a video on It recently. Makes constraining very easy.
imo this is poorly designed. this probably gives the maximum flexibility and addresses all possible edge cases. but they really need to make a version of the tool that will do what users want 99% of the time - STICK HERE, RELEASE THERE (!) - and just automatically do all those other steps. ugh... was soooo hoping this would be faster and easier than maya always having to have a separate constraint to bind to on space-switching hand-offs but noooooooo.... just as complex and arguably harder to understand and more convoluted.
Interesting, but too fast and not showing the keys. Also the "little thing" with the eight rounds at the end was interesting, but I understood nothing within this half of a second.
walking with a hat on the head.then pick this hand with the hand and walk with it in this hand.after put this hand on the head again and walk with it on the head.finaly remove this hat on the head and kkep it in the hand.
But wouldn't you run into the exact same 'issue' with copy location and rotation when you want to unconstraint the gun from the hand for a section of the animation?
Who here hates constraints as much as me? 😂
🔥 On another note, our Blender Basics course is now LIVE!
⏩ If you're an Animator who's been wanting to learn Blender, we've made this comprehensive course for you www.toanimate.ca/
the way you positioned the gun at the beginning so that it just slides into his hand so conveniently :D i wish it was always that simple
😎😎
Thanks so much! I was so frustrated as a beginner looking for ways to attach a sword to a hand, it seemed so simple, yet I couldn't find any good tutorials on it. Thanks for saving my night!
I've definitely been there. Happy to help!
Outstanding, clear information. Many thanks!
You do not know how much did you help me. You are absolutely legend🤩🤩
I want to constrain a weapon to the hand. I followed your steps except I don't want to let the weapon go. When I move the arm the weapon floats away from the hand. Is there something different about Blender 4.0 as apposed to the version you are using? I am constraining by using the ctrls of the hand and the ctrl of the weapon. Do I need to use the bones for the character instead?
Watching now. Love the professionalism in the video. I'm currently on the hunt for a tutorial on keeping both hands (primary and secondary grip) on a gun, but having a hard time finding anything
ohh nice but ,how to bake that constrains as keyframes to export to unreal engine ,i am begginer for blender ,can you tell me bro
I've never worked with Unreal, but one thing you can do to bake is to select your constrained object or rig, go to "Object or "Pose" depending on what you're constraining, you can find this usually on the top of your viewports. In this case with Gunzo, it would be Object -> Animation -> Bake Action . In the Bake Action menu check 'visual keying', and once the bake is done, delete the constraint and your object should pop into the right place & keyed in the timeline. Hope this helps.
@@BrianKouhi Wow Very Thanks You brother 💜 Love all your Tutorial ❣️
@@RunorDieyt Glad you're enjoying the content!
thank you for the this i always struggle with constraints alot
😭 Don't we all... lol
you are saving lives with this video
I love how a lot of tutorials and course are coming for blender animation. I remember the time when blender animation tutorials were so hard to find
Same 😂.. decided to do something about it.
@@BrianKouhi I'm glad!
I followed the steps all the way to object apply, visual transform, but the object keeps popping back away from its position. anyone knows whats happening?
I have the same problem :(
Did you fix it somehow?
@michaelgallmetzer9527 I did so by adding transfirnational keys. There probably is an easier way, Im not sure
Blender needs to work on this feature, something as old as SFM can do this with little to no problem whatsoever.
i have been looking for this Man thanks a lot bro
Hello, nice!
How do I pick and drop the object multiple times? Do I need to create other 'child of' constraints? Or can you use the same one?
Have you tried the addon "dinamic parenting"? I thinks Is free and saves you alot of head pain
👀 I'll have to look into it, I've never used it. Thanks Christian.
Thank you for this, I need it desperately.
Like the
Now, Gunzo is Gonzo
😂😂
It’s crazy how good your tutorials are 🥲
Thanks Mario!
Holy shit.. I didn't know about the "child of".. I always tried to use "copy transform" which is just completely random.. Thank you!!!
Haha It's always the little things that are helpful and easy to miss
posting this mainly for me if i run into this in the future but nothing worked for me until i tried this so maybe it will help someone in the future
im making anims for UE5 thus using the infima games UE5 rig:
When making a single mag reload i can make it work fine with influence but now im attempting a dual/tac mag reload so i need two bones (mag1 and mag2) to be child of the left hand.
What i did was:
1. like in the video, make a before and after frame for the influence
2. one frame two where i need to change influence, do: pose > apply visual transform to pose
3. click the X next to the influence, then move back and fourth in the timeline and it will sync up
you are amazing !!! thanks!!!!
You are a life saver
Glad it helped!
before this i used to render the part where the object was parented and then changed it and rendered the part where the object is not parented after :D I realize this works a tad better
Nice content! But you don't have to apply the visual transformation... you can skip that anoying process by clicking on the X right at the end of influence slider. Hover the mouse over the X and see the tooltip. ;)
Noted! That would definitely save some time, I'll test it out.
i loved it
Super helpful, thank you. I subscribed! Just curios, how did you learn to use this constraint properly? I can't imagine trying to figure this out on my own.
By being thrown into a Netflix production and having to "figure it out" for almost 2 years 😂
The true pain is when you have 3+ child of constraints and then one of them breaks c:
hey how come when i try to child of constraint a gun to characters hand when i click set inverse it locks into position, but when i scroll on the timeline the gun moves to a random spot and isn't locked onto the hand. what am i doing wrong ?
Did you set keys on location, rotation, scale before constraining?
@@BrianKouhi nope, so once u set inverse and it goes to the right position, that’s when u set the positions or do u set the post ion before adding constraint ?
@@xomeep Make sure to set the position before setting the constrain, so Blender knows the actual position of your object.
Let me know if this fixes your issue.
@@BrianKouhi will do thank u !!
@@BrianKouhi it worked ! i appreciate u, ive been trying this for 3 days
lost for 2 days, you saved me!
Usefull, thanks!
😁😁
Simple fast helpful ,just how
nice tutorial however when i animate the hand then it only moves slightly and doesnt move to the position i wanted it to be its weird
Thanks a lot for the tuto.
But what if max wants to pick it up with his right hand next ? Can the gun have a list of multiple parents during the animation like in 3dsmax ? Can i repeat the same process ?
I'll be making a tutorial on just that! It's hard to make 1 video on constraint since there's so many different scenarios where it'll be used different 🥲
@@BrianKouhi thanks a lot and good luck
Nice!
hey there, this is useful for one weapon or prop? I mean , I am searching a universal pipeline to export my animations to unity, I do not need the same weapon, I need certains animations , such as Holding Xweapon (where X is whatever weapon) , I need fist-trigger weapon, (some kind of fist motion to shoot) ... I need different weapon but same principle... I do not use any constraint because In unity you can do not export blender's contraints.
i used ctrl shift C instead of the modifiers tab and now i can’t get rid of the child of modifier…. help
Uh, how do you do this, but backwards?
6:35
I tried to do this before and got stuck in the last part (0 the influence). I won't talk about my workaround 😂. You can't imagine how this video is useful for me, thanks!
Haha I can only imagine! happy to help 😁
This is awesome stuff!! I love Gunzo's sense of humor =p.
I just had one question. What if you wanted to constrain one character's hand to another character's hand. I tried doing that a couple of times but it always ends up snapping the entire rig's attributes back to default. Does that ever happen to you or is it just me and I'm doing something wrong? 😅
😅 Gunzo gets out of hand with Dad jokes sometimes..
I think that's a great topic for a video! May's wrapping up rigging, so I can use Max and May as an example 😁
So, has anyone tried the actual course yet? How is it?
When I reduce the effect to zero, I want the gun to stay where it fell, and that doesn't seem possible. this is so annoying i want to punch my computer. and after this video i will try again. this must be easier to find how we can solve the problem before watching this video it's so stupid in terms of blender creators.
Yeah it's not the smartest way to do constraints. There's also the dynamic constraint addon you could consider. I made a video on It recently. Makes constraining very easy.
@@BrianKouhi thank you i will check it out
More and more
GONEZO IS GONE-Z-O 😃😃😃
🧡🧡💖💖
this tutorial allow me to maintain the same object on different targets.thank you young man
😅
imo this is poorly designed. this probably gives the maximum flexibility and addresses all possible edge cases. but they really need to make a version of the tool that will do what users want 99% of the time - STICK HERE, RELEASE THERE (!) - and just automatically do all those other steps. ugh... was soooo hoping this would be faster and easier than maya always having to have a separate constraint to bind to on space-switching hand-offs but noooooooo.... just as complex and arguably harder to understand and more convoluted.
i love you
I love you too random citizen!
Can the Blender foundation fix their child of constraints
The child of constraints are genuinely dogshit and makes me want to move to 3ds max
Interesting, but too fast and not showing the keys. Also the "little thing" with the eight rounds at the end was interesting, but I understood nothing within this half of a second.
> "We have to tell the child who its parent is."
Is that joke adopted?
😁😁
Constraints in Blender is a breeze compared to Maya... there was ALWAYS something going wrong with Maya constraints.
Ain't that the truth 😂
walking with a hat on the head.then pick this hand with the hand and walk with it in this hand.after put this hand on the head again and walk with it on the head.finaly remove this hat on the head and kkep it in the hand.
This is totally wrong way. U should do it with copy location and copy rotation. No need to parent reparent.
But wouldn't you run into the exact same 'issue' with copy location and rotation when you want to unconstraint the gun from the hand for a section of the animation?
How blender is allowing this terrible object constraint stuff is beyond me.