To anyone who's looking for a way to bake this animation and then export it to FBX or other formats 1.Go to Pose mode and select all bones 2.Go to Pose -> Animation -> Bake Action 3. Bake action/animation with these settings: -Only selected bones -Visual keying -Clear constraints -Clear parents -Overwrite current action -Clean curves 4. Make sure you have Bake data -> Pose and start and end frames are the lenght of the animation.
you're a lifesaver. This worked for my chinese dragon. I was having some weird deformation issues though, and managed to solve it by putting the copy rotation constraints below the stretch constraints
Bro help me, I’m also animating a Chinese dragon and having a weird stretching issue so I deleted the copy rotation and the stretching is solved but it’s not moving along the curve.😭
Use spline ik instead, only add the constraint to the end child bone (not parent) all the bones should be connected and set the exact amount of bones on the constraint settings, and in case something goes wrong with the direction of the bones along the curve, switch the direction of the curve in edit mode...
@@ShivKachiwala do exactly what I said, make a bone chain with any amount of bones you want and all should be connected and not disconnected from their parents. Add the spline ik constraint to the first bone of this bone chain which is not the end bone that is the main parent of the whole bone chain.
@@michaelbendavid777 tried this but my downloaded snake rig has upward-looking bones instead of a chain, I guess that's why it didn't work. I'll have to redo the rig myself I guess
Hello teacher, I have created an animation through this video, but after exporting it to FBX, the model's tail end experiences some jittering, appearing like a path offset. Could you please advise on the possible reasons for this and how to resolve it? Thank you very much.
Btw make sure you made enough bones in the beginning because if not, the movement will be choppy, I learned this the hard way and had to subdivide the bones afterwards and reset all of the bone constraints!
Bro I’m making a pretty big dragon animation but it’s not following along with curve but moving around whole scene very far so is it actually because of less bones because I only added around 23 bones and dragon is far bigger than a human mesh.please help me I’m stuck with this dragon since 2 days.
When i get to 1:40, adding the "copy rotation" constraint to the last bone results in the alignment being parallel to the edge, not perpendicular like the tutorial? i've followed the tutorial twice now and the same results both times. Anyone have any ideas?
Thank you for this tutorial! Your rhythm is too much fast for me, so I put the video on half of the velocity. And guess what: the music still sound nice, almost relaxing.
Hey, I have a problem. When I move the armature along the curve with the control bone, the rotation jitters around. Do you know what could be going on? When I looked inside, the plane's rotation is fine though.
Hi I'm loving the video but I'm tearing my hear out. As soon as my model passes the Y axis (which I have the curve set to) my model twists upside down, meaning I can't animate anything in a game from 0 XYZ. Any ideas? I can't believe it's this hard to get a snake to turn a corner
Hi, you can select the path/curve, go to edit mode, select all ,ctrl T - 90 to Twist the normal of the curve. You can also single-select a vertex of the curve ctrl t to twist the normal of the vertex.
Hello! I know you posted this video a long time ago, but I would love a help. Your tutorial was exactly what I needed to make an animation, but I just can't export the fbx here, but I saw some comments where you said it's possible, is it just export with the default options? Because here it doesn't works, also bake action doesn't works because it's ignoring the curve modifier of the plane and only baking the location keys.
Hello! Thanks again for the tutorial. But I ran into a problem with the bones twisting when following a curve. I corrected the tilt settings, changed the curve rotation mode to minimum and tangent, nothing helps, the bones are twisted in some places. Although the plane itself is not twisted. Can you advise something in my case?
HI ALL! If someone encounters a similar problem, I will tell you how I solved it. The twisting is due to the copy rotation constraints on the bones, which copy the rotation from the plane, which in turn follows the curve. To solve the problem, I set the influence of the constraint copy rotation to 0.25, if you put the influence from 0.1 to 0.4 then everything will be fine. Also, to increase mobility, I added a Wave modifier before the curve modifier for the plane. I hope my experience will help someone. blenderartists.org/t/twisting-bones-while-following-a-curve/1394416/6
I may be a bit late, but I found a solution that works well for me. I followed most of the steps by this video. However in Copy rotation constraint of the bones set Order to YZX Euler and Axis only X and Y, except for the first bone set to X,Y and Z. This way should solve the issue of strange twisting. Additionally, i changed the armature type to B-Bone, which made the result smoother. Also, this tutorial is still very helpfull. Thanks a lot.
From 1:45 and past none of the copy location, rotation, and stretch to constraints are working like yours, instead just flips or horribly rotates whenever i apply them, and setting to the vertex group does not help
In the minute 3:01. I got lost because in my model everything but the head was upside down. And i wasnt able to see which buttons he was pressing there to flip it. I tried using the edit mode to flip it but it rotates the entire body and head is still messy
This is amazing. One thing is when the object on this path is moving in the opposite direction of the control bone my mesh flips upside down. Any theories on how to fix this? Thank you so much.
Thanks for this fab tutorial. I have a question though - is it possible to just make the first lets say 3 bones to follow path and let the rest just follow those three leading bones freely with a wiggle?
@@priscilanassar6938 bake animation in pose mode, select the bones you want to bake, pose/ animation/ bake action. if it doesn't work the way you want, try to en-able those settings such as clear constraint. Then bake again.
A while ago i tried to figure out something like this for myself and failed miserably, so thank you.
To anyone who's looking for a way to bake this animation and then export it to FBX or other formats
1.Go to Pose mode and select all bones
2.Go to Pose -> Animation -> Bake Action
3. Bake action/animation with these settings:
-Only selected bones
-Visual keying
-Clear constraints
-Clear parents
-Overwrite current action
-Clean curves
4. Make sure you have Bake data -> Pose and start and end frames are the lenght of the animation.
You can make video tutorial ??
thank you so much.
you're a lifesaver. This worked for my chinese dragon. I was having some weird deformation issues though, and managed to solve it by putting the copy rotation constraints below the stretch constraints
Bro help me, I’m also animating a Chinese dragon and having a weird stretching issue so I deleted the copy rotation and the stretching is solved but it’s not moving along the curve.😭
If I have 500 bones in armature, am I supposed make same proccess? Because this is insane, any easier solution for this?
Use spline ik instead, only add the constraint to the end child bone (not parent) all the bones should be connected and set the exact amount of bones on the constraint settings, and in case something goes wrong with the direction of the bones along the curve, switch the direction of the curve in edit mode...
@@michaelbendavid777 Can you please elaborate this?
@@ShivKachiwala do exactly what I said, make a bone chain with any amount of bones you want and all should be connected and not disconnected from their parents. Add the spline ik constraint to the first bone of this bone chain which is not the end bone that is the main parent of the whole bone chain.
@@michaelbendavid777 tried this but my downloaded snake rig has upward-looking bones instead of a chain, I guess that's why it didn't work.
I'll have to redo the rig myself I guess
@@PEDBRA you can make a post in blender artist on rigging/animation support section to get some extra help
Animation along the time line is pretty cool. Thank you for the tutorial.
JITTERING issue can be solved by switching the "copy rotation" constraint from world to local space.
You literally saved my life, thank you! Hope you are being well!
Hello teacher, I have created an animation through this video, but after exporting it to FBX, the model's tail end experiences some jittering, appearing like a path offset. Could you please advise on the possible reasons for this and how to resolve it? Thank you very much.
Great tutorial with cumbersome process! got it done with good results, wish there was a addon to save time.
Thanks for this!!! Really helped on my huge animation problem!
Thank you so much. Exactly what I was looking for.
you're the best . Thanks so much.
Btw make sure you made enough bones in the beginning because if not, the movement will be choppy, I learned this the hard way and had to subdivide the bones afterwards and reset all of the bone constraints!
How can I export that animation to unreal without the location being recorded, I only want the sigzagging
Bro I’m making a pretty big dragon animation but it’s not following along with curve but moving around whole scene very far so is it actually because of less bones because I only added around 23 bones and dragon is far bigger than a human mesh.please help me I’m stuck with this dragon since 2 days.
Thanks, man! It's just what I needed for my project, really helped!
Thanks so much. Animation works perfectly in Unity.
Thank you so much and I love this monkey worm btw
When i get to 1:40, adding the "copy rotation" constraint to the last bone results in the alignment being parallel to the edge, not perpendicular like the tutorial?
i've followed the tutorial twice now and the same results both times.
Anyone have any ideas?
the music goes well with the tutorial haha
Max Zhang return!!! 🎉🎉🎉
Thank you for this tutorial! Your rhythm is too much fast for me, so I put the video on half of the velocity. And guess what: the music still sound nice, almost relaxing.
Ctrl + G to assign new group, nice!
Hi Max, I've been getting a weird displacement glitches after baking the animation, can you help me out please? What could cause the issue?
very nice tutorial~!
Hey, I have a problem. When I move the armature along the curve with the control bone, the rotation jitters around. Do you know what could be going on? When I looked inside, the plane's rotation is fine though.
I have the same issue, it seems to be caused by the curve itself...
I have the same problem
awesome tutorial very helpful thank you!
this is actually very good
Hi I'm loving the video but I'm tearing my hear out.
As soon as my model passes the Y axis (which I have the curve set to) my model twists upside down, meaning I can't animate anything in a game from 0 XYZ. Any ideas? I can't believe it's this hard to get a snake to turn a corner
Hi, you can select the path/curve, go to edit mode, select all ,ctrl T - 90 to Twist the normal of the curve. You can also single-select a vertex of the curve ctrl t to twist the normal of the vertex.
Great tutorial. Quite a lot of work to achieve this unfortunately.
Hello! I know you posted this video a long time ago, but I would love a help. Your tutorial was exactly what I needed to make an animation, but I just can't export the fbx here, but I saw some comments where you said it's possible, is it just export with the default options? Because here it doesn't works, also bake action doesn't works because it's ignoring the curve modifier of the plane and only baking the location keys.
Same Problem
How come the tails of the bones face towards the direction the cable goes in?
Good job 👍🏼👌👌
Hi max best tutorial on YT!!
I have a issue, when the mesh follo a 3d curve the twist glitch. I tried to twist the vertices but it doesn t work
When i select the bezier curve in 'Curves modifier' my object goes crazy deformed.... what am i doing wrong.... help
Same here.
进度条好可爱~
Great tutorial!
what if the parent bone is not the last bone in the chain, what can i do?
Hello! Thanks again for the tutorial. But I ran into a problem with the bones twisting when following a curve. I corrected the tilt settings, changed the curve rotation mode to minimum and tangent, nothing helps, the bones are twisted in some places. Although the plane itself is not twisted. Can you advise something in my case?
HI ALL! If someone encounters a similar problem, I will tell you how I solved it. The twisting is due to the copy rotation constraints on the bones, which copy the rotation from the plane, which in turn follows the curve. To solve the problem, I set the influence of the constraint copy rotation to 0.25, if you put the influence from 0.1 to 0.4 then everything will be fine. Also, to increase mobility, I added a Wave modifier before the curve modifier for the plane. I hope my experience will help someone. blenderartists.org/t/twisting-bones-while-following-a-curve/1394416/6
Sorry for the late reply. Try to Re-order the bone constraints. copy rotation above damped track.
I may be a bit late, but I found a solution that works well for me.
I followed most of the steps by this video. However in Copy rotation constraint of the bones set Order to YZX Euler and Axis only X and Y,
except for the first bone set to X,Y and Z. This way should solve the issue of strange twisting.
Additionally, i changed the armature type to B-Bone, which made the result smoother.
Also, this tutorial is still very helpfull. Thanks a lot.
@@wetsonchen6311 Thank you! This solution will come in handy
@@wetsonchen6311 Thanks sir! Ive spend nearly a day to find what happened til read your solution, you are my life saver!
YES NEW UPLOAD!!!!
Thank you! How can I keyframe the bones following the curve?
in pose mode you can select all bones and go to the pose button /animation /bake action
How can I export that animation to unreal without the location being recorded, I only want the sigzagging
From 1:45 and past none of the copy location, rotation, and stretch to constraints are working like yours, instead just flips or horribly rotates whenever i apply them, and setting to the vertex group does not help
I have this exact same problem! Would be really helpful if anyone has an answer....
thanks Max
Please make a tutorial on how to make legs , hands and other body parts of the girl character like you did for the head tutorial 🥺
Is there an easier way? But thanks for the tutorial either way
In the minute 3:01. I got lost because in my model everything but the head was upside down. And i wasnt able to see which buttons he was pressing there to flip it. I tried using the edit mode to flip it but it rotates the entire body and head is still messy
in curve edit mode, select the vertex you want to flip, ctrl t 90 enter
I am deeply afraid of the monkey snake
not working for me blender strech all bone
Can this system be used for rigging a mouth?
Maybe the curve can offer better control when making mouth shapes?
better to use bendy bones for that i think. you can not reset the curve after you have edited heavily...
Shape keys might be the best option for getting mouth/face shapes 'just right'.
@@thsuperelite i currently use a Bendy bone Method, but always checking for something better. Just in case!
@@TINJ_ its better to create shape keys using bones! Saves time. I'll probably stick to my bendy bone method, for now.
You nasty 🤢 I know exactly why you want to know how to use mouth rigging: corn with a p!
This is amazing. One thing is when the object on this path is moving in the opposite direction of the control bone my mesh flips upside down. Any theories on how to fix this? Thank you so much.
select the curve,go into edit mode,select all,Ctrl t 180 enter
Thanks for this fab tutorial. I have a question though - is it possible to just make the first lets say 3 bones to follow path and let the rest just follow those three leading bones freely with a wiggle?
yes, You just need not add constraints to the rest of the bones.
M o n k e.
it is a very good tutorial, is it keeps the animation when it export to .fbx format?
yes
好!很有精神
Chig Chong Hong Kong I identify as Japanese 🍙🍡
can we export this to GLTF, i have a similar animation that i want to export to gltf
Hey Max! Thank you for great tutorial
I have a question regarding this: how do I export this and transfer to marmoset viewer?
you can export it as fbx format
does this tutorial compatible for fbx export?
how can i bake that to export ?
I was wondering why have you been not posting just yesterday. lol
:o
upload a tutorial how to export that animation without the location for unreal Engine5
hi have u found a way to export that animation out?
@@weiminlean8461 If I find it I will upload a tutorial about it
Its possible to bake this animation? Mine keep deforming when baked :/
how did you bake it?
@@MaxZhang37 with bake action , or just exporting the .fbx. Both are deforming my mesh, help pls
@@priscilanassar6938 bake animation in pose mode, select the bones you want to bake, pose/ animation/ bake action. if it doesn't work the way you want, try to en-able those settings such as clear constraint. Then bake again.
@@MaxZhang37 not working :( i made everything again and nothing
@@priscilanassar6938maybe that's not the animation problem then. I have to look at the file.
We simply could apply a follow curve constrain🤷🏻
it doesn't work that way
Video is WAY too fast
какие же костыли унылые
most useless tutorial ever!