These are great tips. However, referring to a "dependency cycle" as simply a "dependency" may cause confusion in your viewers, as a normal dependency (as part of a dependency graph) is not a problem, since they are one-way, or "acyclical". Only circular dependency is a problem.
Now it makes sense why in the tutorial I was watching they used a separate bone for IK control! Wish they'd explain it there (I prefer understanding reasons instead of blindly following steps). Thank you!
Hey everyone, I hope you're all doing well! This is a quick overview of dependencies in Blender and how to fix a couple of simple examples. Let me know if you like videos like this, or if you want me to continue with this topic and investigate more advanced setups.
can you make tutorial about driver on blender. about curve on driver editor my problem I want make switch 2 Version hats on my character but I don't know how to that. so, i make 2 Controller to hide each simple hats. but I want just 1 Controller so 0 to hat A and 1 to hat B
@Solid Snake Very cool clock! I have done a couple of tutorials on gears, let me know if these help: czcams.com/video/PPUGeisOm7I/video.html czcams.com/video/qrjXJnUfyGk/video.html And my drivers playlist might help with this as well: czcams.com/play/PLbjn7kaP877u1sX4zl081V8jUeSHDY18G.html
@@sky_tails Hey, check out this tutorial: czcams.com/video/5hRh-HKGIAE/video.html Here I talk about how to hide layers and bones using drivers, but you can apply the same techniques to object viewport and render properties. Let me know if that helps!
So I've been encountering dependency cycles when using muiltiple Child Of Constraints, even on objects that aren't parented to anything, because Blender will create dependency cycles from constraint conflicts, even if they have 0 influence. I've been told to use the Dynamic Parent addon to avoid it in the future, but is there a way to preserve the original constraints and animations through a workaround?
Very true, I usually make the ik target the same axis as the foot, then I'll give this bone a parent that is incworkd space at the ankle. What you're mentioning here is my preferred set up.
If Blender knows their is a dependency, why doesn’t is just bring up a dialogue or tell you in the status bar that there is a problem, kind of dumb to hide this in the console.
@@LevelPixelLevel I proposed to an add-on maker some time ago that he make an add on that adds an overlay showing red lines between the objects in a cyclic dependency. It could also provide the names of the offending objects. After all, they are just there in the database of data blocks. Nobody seems interested but I think millions of Blenderers would buy it! Someone could even make "rigging nodes" or something like that. It's just another way of viewing and interacting with the same data.
This is one of the biggest flop in Blender sadly. In many cases you have no logical dependencies, like you have a rotation control dummy copying the location of the bone it rotates. It registers as a dependency cycle even though rotation doesn't affect the location of a bone. In previous versions there was an extra object/data updates feature in the object properties/relations extra panel, adding a way of fixing blender's weird reactions to dependencies It considered problematic (just 1 more update fixed everything as there was no other problem other than blender thinking that there is a problem) but in 3.5 it's no longer there. Sad.
These are great tips. However, referring to a "dependency cycle" as simply a "dependency" may cause confusion in your viewers, as a normal dependency (as part of a dependency graph) is not a problem, since they are one-way, or "acyclical". Only circular dependency is a problem.
Good call, I've updated the title and thumbnail and pinned this comment.
If you want to push your skills in rigging in blender... This is the right place. Thank you so much
Now it makes sense why in the tutorial I was watching they used a separate bone for IK control! Wish they'd explain it there (I prefer understanding reasons instead of blindly following steps). Thank you!
this is the #1 channel on rigging in blender. Fight me
Hey everyone, I hope you're all doing well! This is a quick overview of dependencies in Blender and how to fix a couple of simple examples. Let me know if you like videos like this, or if you want me to continue with this topic and investigate more advanced setups.
Level Pixel Level Yes, please. Just started rigging and your tuts are fun to follow
can you make tutorial about driver on blender. about curve on driver editor
my problem I want make switch 2 Version hats on my character but I don't know how to that. so, i make 2 Controller to hide each simple hats. but I want just 1 Controller so 0 to hat A and 1 to hat B
@Solid Snake Very cool clock! I have done a couple of tutorials on gears, let me know if these help: czcams.com/video/PPUGeisOm7I/video.html
czcams.com/video/qrjXJnUfyGk/video.html
And my drivers playlist might help with this as well: czcams.com/play/PLbjn7kaP877u1sX4zl081V8jUeSHDY18G.html
@@sky_tails Hey, check out this tutorial: czcams.com/video/5hRh-HKGIAE/video.html
Here I talk about how to hide layers and bones using drivers, but you can apply the same techniques to object viewport and render properties. Let me know if that helps!
The timing is uncanny. Thanks for this 🤙
no joke. soild stuff Pixel!
thank you.... finally i can solve my rig problem.
"Good Job LPL!"
Darn, finally a great info about this subject!, thanks man!!!
Great and clear explanation ^^ WOuld love to see more break down tips in the future ^^
Thanks!
Thanks so much, issue resolved
Great tutorial! I'm learning rigging in blender now and I'm surprised of how good the system is.
Console is so much better than manual debugging it makes me wanna laugh and cry.. xD Thanks!!
Thank You Brooo
So I've been encountering dependency cycles when using muiltiple Child Of Constraints, even on objects that aren't parented to anything, because Blender will create dependency cycles from constraint conflicts, even if they have 0 influence. I've been told to use the Dynamic Parent addon to avoid it in the future, but is there a way to preserve the original constraints and animations through a workaround?
Often I see the IK Target placed behind the foot, but would you say this setup is better? It seems more logical to me.
Very true, I usually make the ik target the same axis as the foot, then I'll give this bone a parent that is incworkd space at the ankle. What you're mentioning here is my preferred set up.
If Blender knows their is a dependency, why doesn’t is just bring up a dialogue or tell you in the status bar that there is a problem, kind of dumb to hide this in the console.
Totally agree! A little warning in the main viewport would be very helpful :)
@@LevelPixelLevel I proposed to an add-on maker some time ago that he make an add on that adds an overlay showing red lines between the objects in a cyclic dependency. It could also provide the names of the offending objects. After all, they are just there in the database of data blocks. Nobody seems interested but I think millions of Blenderers would buy it! Someone could even make "rigging nodes" or something like that. It's just another way of viewing and interacting with the same data.
@@LevelPixelLevel And btw - I love what you do. I like animating complicated machines, so I've learned a lot from your work. Thank you!
This is one of the biggest flop in Blender sadly. In many cases you have no logical dependencies, like you have a rotation control dummy copying the location of the bone it rotates. It registers as a dependency cycle even though rotation doesn't affect the location of a bone. In previous versions there was an extra object/data updates feature in the object properties/relations extra panel, adding a way of fixing blender's weird reactions to dependencies It considered problematic (just 1 more update fixed everything as there was no other problem other than blender thinking that there is a problem) but in 3.5 it's no longer there.
Sad.