Hey, this is my last video for a bit in for rigging nodes. You can watch the whole series here: czcams.com/play/PLbjn7kaP877txAIff0TpRRQZdgZzt_lzx.html Again, the first rig here took a bit of time, and making it manually would be quicker. Making the second rig here though took me minutes. Rigging nodes is a great tool for building rigs in a procedural way for production. I can't wait to try more with this addon!
Oddly in my later version, I can't set shape rotation directly. I have to set it using Custom Shape Rotation in the pose socket inputs. Equally annoying is the rotation seems to have to be specified in radians. Really strange choice instead of just setting it physically in th viewport
and now how to set a curve path for the robot head to follow without manually rotating the bones? The issue I have is that the IK arm it the target bones moves around, but when it comes to rotate, the arm shouldn't rotate but the base, how do you solve that one?
Thank You for this Great Video, i have Issue with Exporting 3D Models in STL what should keep the Geometry Origin for Pivot... but sadly after export the Pivot Point is not in the Middle of the geometry (how it is in the CAD) but outside , and every piece from the Assembly have the same origin. How is your progress to export the Geometry with Origin, based on the Part?
Interesting stuff and great video : ) I have one question, is it possible to use rigging nodes and send your blend file to another person without the rigging nodes addon, and still make it work? If not, is there any way to 'bake' the nodes into actual bones/constrains/etc ? I hope I have explained it clearly, thank you!
Hey, once you make the rig with the nodes you can pass this rig file off to anyone, even if they don't have the addon. This is like running a code to make the rig. Once the rig is built, the script is no longer needed. But if you want to send them the node network the will need the addon.
I am trying to extend the IK setup to FK IK switch setup XD. I can't figure out how driver works in rigging nodes. Have you already explored it or have an idea about it?
Wow, I never knew there are nodes for rigging bones.
I created my first ik hand following with tutorial. It's really powerful and handy to use rigging nodes. Thank you so much :D
Thank man. This is some advanced piece of information. Rigging can really be art in itself
Perfect! Thanx bro.
Hey, this is my last video for a bit in for rigging nodes. You can watch the whole series here: czcams.com/play/PLbjn7kaP877txAIff0TpRRQZdgZzt_lzx.html
Again, the first rig here took a bit of time, and making it manually would be quicker. Making the second rig here though took me minutes.
Rigging nodes is a great tool for building rigs in a procedural way for production. I can't wait to try more with this addon!
I would certainly love to see what more one can do with this plugin
This is the path for programming my motion control camera crane.
Thanks again. Your videos are always precise and helpful. :)
Very informative, thanks for sharing!
Amazing potential!
I still doesn't understand the benefit..
wow, you're good
Oddly in my later version, I can't set shape rotation directly. I have to set it using Custom Shape Rotation in the pose socket inputs. Equally annoying is the rotation seems to have to be specified in radians. Really strange choice instead of just setting it physically in th viewport
and now how to set a curve path for the robot head to follow without manually rotating the bones?
The issue I have is that the IK arm it the target bones moves around, but when it comes to rotate, the arm shouldn't rotate but the base, how do you solve that one?
Thank You for this Great Video, i have Issue with Exporting 3D Models in STL what should keep the Geometry Origin for Pivot... but sadly after export the Pivot Point is not in the Middle of the geometry (how it is in the CAD) but outside , and every piece from the Assembly have the same origin. How is your progress to export the Geometry with Origin, based on the Part?
13:10 I dont have the option for a start and end index.
Interesting stuff and great video : )
I have one question, is it possible to use rigging nodes and send your blend file to another person without the rigging nodes addon, and still make it work? If not, is there any way to 'bake' the nodes into actual bones/constrains/etc ? I hope I have explained it clearly, thank you!
Hey, once you make the rig with the nodes you can pass this rig file off to anyone, even if they don't have the addon. This is like running a code to make the rig. Once the rig is built, the script is no longer needed.
But if you want to send them the node network the will need the addon.
@@LevelPixelLevel oh that makes sense, thank you! I just discovered your channel and I love it, there's not much in-depth blender rig stuff out there
hey, this is awesome, can you export in FBX to unity whit this rig system?
Hi,how about if we have a spring being pull/push because of the robotic arm? How to rig it?
Thanks
I am trying to extend the IK setup to FK IK switch setup XD. I can't figure out how driver works in rigging nodes. Have you already explored it or have an idea about it?
I'll try to make one in the future.
thank you , there is a some way to rigging character node ?
Yes, you can combine this and add arms, legs and a spine, then add all of your mechanic information on top of this.
You talk way to fast and you dont explain 70% of what you are doing dude, could be a great video but i want to learn not copy