Introduction To IK Part 2 | Blender 2.8x - Rigging Tutorial
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- čas přidán 11. 09. 2024
- Download the rig files here: gumroad.com/l/...
Watch Part 1 here: • Introduction To IK Par...
This episode is mostly a cleanup pass on the rig and a guide on how to prepare this asset ready for animation.
Let me know if you have any questions in the comment below!
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This week is a cleanup pass on this rig. We'll add the final finger controls, add some control shapes and prepare this asset for publishing.
Very clear pair of tutorials. I've watched a few rigging tutorials and they often leave me with more questions than answers, but now I feel like I have a good foundation
This was the first time I have viewed your tutorials. Parts 1 & 2 were both informative and very well presented. Thanks very much.
Thank you! Glad you liked it. More to come in the future!
Favorite Blender Videos Right Here
:) Thank you! We're glad you like the channel! You made our day!
I love these two IK tuts, well done. I'm finally starting to grasp what I did wrong in the past.
Thank you For sharing your experience ...
Excellent instruction. You should make product. Just a thought - instead of darkening the screen in order to more easily catch what is being input (sometimes by the time one 'finds' the focused area, you've moved on) ALSO put a bright border around the focused area so we can immediately see it. Really enjoy your teaching ability, its totally pro. Definitely subscribed.
Thank you! Glad you liked it! Agreed, we'll see about adding a white border to future videos. We'll even try to pause and slow down certain parts of the video.
8:43 wow i didnt know about that alt click but thats such an important thing. thank you!!
Yeah, and it works in most channels. If you have more than one object selected you can change them all by holding alt and clicking.
@@LevelPixelLevel alt and click doesn't work on mines. I'm using 2.81 on Windows. im learning alot from your tutorials by the way
@@Tybiti Hmm maybe try it in a clean file. Make three or four cubes ( move them all away from each other) hold alt and drag on the translate or rotate option. If this works try it with bones. Then go back to the IK file. Also, make sure you are in pose mode.
This playlist is incredibly helpful for newcomers to rigging for animation. Thank you!
Your instructions were clear and the pacing was great for a beginner. Looking forward to learning more about IK from your other videos :)
Thank you! Glad you enjoyed it!
Amazing! And yeah, I would definitely love to see the LPL approach to foot roll!
Thanks! Okay, a leg/foot tutorial will be up soon!
This just saved me so much time struggling!
Right on! Glad it was helpful!
Brilliant tutorials... really hoping part 3'll be coming up soon!
Thank you! I don't have a part 3 for this, but check out this video: czcams.com/video/suP14lYWpN8/video.html here I talk a bit more about IK techniques.
Yo thanks for sharing your knowledge, this is top notch stuff. Super appreciate the focus on ease of animation... can easily see how much more powerful these rigs are.
Thank you! I'm glad you liked it! We always try to keep the animators happy :)
This is so great. Sad that I'm nearing the end of this series. I am moving toward shape keys and I was hoping you could make a video about drivers if you get the chance.
Thank you again! Let me know when that patreon goes up!
Thank you! Glad you liked them. I'll be doing a piston tutorial next week and I'll be doing an intro to drivers at that time.
really great and clear tuto.... I finally understood so much things. Bravo! keep going on!
Thank you this was really helpful
Your videos are Ace! I like the depth you go into rather than a quick 'heres how to do everything in 2minutes' type of video which I find isn't very helpful in the long run. Thank you!
really helpful stuff, mate / that bit at 7:27 - omg
Right! So useful when animating!
I'm curious to know if you could set up the ik rig that includes that top-most bone (the one that rotates the whole robot). I'm guessing you'd need to set constraints on the rotation of different joints but when I try this it conflicts with the pole target. Thoughts/tips?
Usually, for this I would just parent everything to the main rotation control, even the pole target. But or things like a leg I build a constraint system for the 'hip' and the 'foot'. I would do something similar for this robot.
THANKS A LOT!, I WAS DYING TO RIG MY ROBOT!
This was super interesting, but now I face the problem of how to make the 'shoulder' part rotate its axis when the hand moves laterally. I know it's quite the difficult part, with more complicated ik and restraints. In cinema 4d you can solve it with external nulls and ordering the calculations, so I'll do some research around to see how people manage to do it in Blender. If you publish some other tutorials about this, It'll be great. Yours are the most comprehensive, calm and easy to follow explanations I've found yet.
Thank you! Glad you like them!
Agreed, this should location pivot is tough in Blender. Blender does not have an internal method to solve this, you have to use a couple of drivers and constraints to achieve this. I'll see if I can make something like this soon to share with the community.
Thank you Thank you Thank you!!!
Great :) Do you planned to do a tuto on animation part too ?
Thanks and maybe. We want to get through a bunch of rigging techniques before moving onto animation, but maybe in a future video we will talk about our animation process.
Is the viewport display object for the bone used to suggest how that bone should be used and what constraints might be applied to it?
These are more for viewport visibility, and you find these settings under the bone display settings. czcams.com/video/SfSIz12WjSI/video.html
Awesome Tutorial but I am facing an issue with the custom shape orientation is that when I change the orientation of the duplicate custom shape from horizontal to vertical and apply it to the bones the custom shape is still is in a horizontal orientation? is this a bug or i did something wrong
Why you make the change make sure you apply the rotation as well. docs.blender.org/manual/en/2.91/scene_layout/object/editing/apply.html#bpy-ops-object-transform-apply
Or another way is to flip to edit mode then rotate the shape. If that does not work try in a clean file. czcams.com/video/SfSIz12WjSI/video.html&ab_channel=LevelPixelLevel
When your screen darkens as you hover over the Tab/Panel to highlight it... is that your screen capture/editing or is there a setting in blender to do this?
This is my editing software (Premiere Pro) I'm just using a mask with animated opacity. I wish Blender had a feature like this!
excellent tutorial :)
I just have one small question, why do we change the rotation mode from quaternion to xyz euler? and what does that mean in terms of what changes?
Hey, there are differences between quaternion and euler in terms of gimbal lock. Most game engines bake down (or are actually quaternion) under the surface. But most artists at studios do not like working with this rotation mode - they tend to work with x euler. One main difference is that you have 3 graphic animation curves instead of 4 and it is very easy to visualize the difference and see the update in viewport. This is not so bad with a small rig like this, but with a more complex character, with 100s or 1000s of controls this extra curve in the graph makes a difference.
Can you mirror the movement of a single finger tot the rest ofthe fingers?
You can mirror from the left side to the right side by hitting ctrl + c then ctrl + shift + v.
You can also do this from bone to bone down a finger from one to the other.
hello sir ...im from malaysia....and im new in blender.... i have a big problem.....I have several times tried to follow this tutorial primarily in minute 5:02 to 7:33 but unfortunately did not succeed.....I do not know where my mistake......when I press the R and x movement bone is not in the same direction.....two moves inward and two moving toward the exit.......please sir help me with a tutorial that is focused on the bone roll
Yeah, the issue is the bone roll. On the two that move towards the exit, you need to flip the bone roll 180 degrees. Open up the final file I created and you can turn on the axis to see the bone role. This should give you a good idea of what the final rotation should be.
Let me know if this helps!
@@LevelPixelLevel hello sir .....What I noticed two bone above you make the value of 0 roll... and two bone at the right of the roll value 90..... and two bone under the roll-down value 180.... and two bone in the left of roll value-90 ... it is right?
@@user-is7fb7yb1q Yes, this is correct. Now if you hit R then X you should rotate them all on their own axis, but you have to make sure you have local mode turned on!
docs.blender.org/manual/en/2.82/scene_layout/object/editing/transform/control/orientations.html#bpy-types-transformorientation
If you are in global mode then you have to hit R then X then X again to get the local axis. And make sure you have them all selected.
How Recalculate-Roll works?
hold Alt to to turn off for all selected.... I'm now wondering how many combined hours of my life I have been wasting.
ikr 😂
I am waiting for your video brother.. 😢😢