Here are the different steps : Adding new equipment to an existing rig : 01:49 Building the snapping mechanism : 02:38 Adjusting bone position : 04:21 Back pack slot : 05:39 Creating the custom switch : 08:17 Double handed mechanism : 11:23
Awesome tutorial, Pierrick! I'm learning so much from your videos. I'm now considering buying your courses because you explain things very well. Quick tip: When you are dealing with the constraints switching, you can write a boolean expression instead of figuring out your quick maths. Since we are switching between integers, we can simply check for the numbers themselves: Expression: var == 1 The above expression will check if the var being passed in by the Data Path is equal to 1. This is more intuitive than trying to figure out differences between numbers. var == 1, to check if the Custom Property is set to 1 var == 2 to check for 2, ... and so on. What this will do is flip the influence between 1 and 0 based on the result of the expression. Very convenient in terms of switching between constraints where you only allow for one constraint to be active at a time! Be sure to have two equal signs, it just means "is equal to" in programming since one equal sign is used for something else, but I digress. Anyway, looking forward to learning more about Blender with your help!
If someone has issues at 13:30 , you have to unparent CTRL-WEAPON-MASTER bone before parenting with hands, it was killing me before one guy resolved my problem! Also great fuking tutorial Pierrick, you the best
Wow, that really helps, but for the first "newbie" experience it seems too complicated, but don't be scared my friends, just pause and repeat the video when you have complication, and try to recreate carefully, step by step. And after that you will manage it and learn a lot of new, you'll see!
Double Handed Mechanism Fix: There is a minor issue this tutorial misses (skips) at 13:10 CTRL-BATTLE-AXE-MASTER had to have been unparented. Earlier when duplicating the Control Bone, it was still parented to the MCH-SNAP-BATTLE-AXE. If you unparent at this step and apply the Master Control Driver to the Copy Transform Influence on CTRL-DEFORM, it will fix any issues.
My dude, this is exactly what i was searching for! Great video, pace and explanation is outstanding. I dont know how to come up with the process without looking for tutorial
Great job. Your work is brilliant. As a beginner I study in modeling and texture after complete both of them I wish to learn rigging so that i see all your videos n try to understand. Thank... For the 3d world.
Pierrick, thank you brotha! I have purchased all of your tutorials. Such an awesome and knowledgeable individual. Also, your English is getting better, as far as how pronunciation is concerned, I also wanted to say I appreciate you learning English as well because it allows you to pass down your skills. I just wanted to call that out because I can totally see you intentionally working on that to make it easier for us Americans, lol. Thank you sir!
It is a very important topic I was looking for , and you have unique skills of rigging, but the explanation isn't nice , there are many steps you do without letting us know what's the exact matter of it But anyway you still the best animator I have seen in CZcams
🖐🖐if possible please do make updated tutorial on this topic. completely understandable that this is advance topic, but it quickly turns into headache due to the nature of the topic & presentation, with having to keep track of so many bones, the quick operations performed without giving proper pause to register the previous info. tut is very fast & the voiceover, felt like you were reading the script in hurry & it being almost 4yr old, you've gotten so much better since then🔥
Very cool but can someone break down why we need so many duplicated bones at the same point? Its like I need a flow chart to understand what bone to use and why.
You need the controler of the axe. Then it's parent that will snap from one point to the other and finaly the different points in space. This is a concept I've explained in detail in my course. One bone as a source, one intermediate bone that will copy the location, and/or rotation and/or scale, and one bone as a child that will inherit all of these but will be free to get transformed by the animator.
You can animate an axe with just one bone but imagine coordinating frame by frame both hands in relation to the axe mid movement, it WILL be a pain, more so than preparing some mechanisms beforehand.
This video hurts my head. so many blink and you miss it moments that god help you if you miss them cause you get so far in just to wonder what your missing and why its falling apart
I don't understand what you said and did at 1:45 , please will you explain. I am new to using blender but this tutorial seems to be the most helpful. I am just struggling to understand what you are saying at time.
Can you help me? What if you have 2 o more rigs in your animation (character, rifle, pistol, melee) how animate and how to export? Animation is not the problem I have problems exporting FBX to unity always the exported is just keeping the last animation even animating in different actions in blender
I am not sure why you do not directly work on the deformation bone but instead you copy a transformation from the def bone to a newly created tgt bone, is there any reason for that? you didnt explain it in the video, and if you are working on the tgt bone why you did copy tranform from def -> tgt, but not tgt -> def? because in my logic you control tgt -> def, so, it should be ctrl bone -> tgt -> def -> mesh?
hello, im having a problem where the animation plays alright in editor but when playing in game engine the sword snapping mechanism doesnt work no matter what i try', it snaps to the bone in the center of the armature
Dont know if its a update or i missed a 000000.1 second clip of him saying something but cant get the 2 handed part to work. it just dose weird stuff now and cant figure out what is wrong. love that i wasted 3 hours on this 15 minute video for it to all be for nothing
Thank you for the tutorial, it is really helpful from learning it. but I do have one suggestion, i got confuse sometime when you didn't refer the bone by it name (e.g adjust the angel of the axe by selecting the end msh bone, on the screen I did not see you select anybone, i did saw the lift highlighted hand.L bone, I didn't know were you rotating the msh-snap-axe bone or the msh-snap-axe.hand.r bone...) it happen quite a lot in your video. it would be helpful if you could address them by their name.
i was quite confused aswell but if you peek at the top left while he is doing it you can see the name of the bone he is refering to once he has selected it, just gotta keep pausing and replaying sections to see what he is doing and get the name
Is there any particular reason that you assigned the axe to the deformation bone with vertex groups, instead of parenting it? I mean, that's what I do, but I don't have a good reason for it and I'm in desperate need of an excuse.
This way, you can join the axe to another object or mesh, like the character and the rig will still work. While it wouldn't if it was parented to the bone. Also, it's a more corss platform way to deal with armatures... But parenting to the bone is totaly viable and doing it without a reason is perfectly fine :)
@@PierrickPicaut_P2DESIGN Thanks for the response! That makes sense. I meant that I always use vertex groups to attach geometry to bones. I suppose you could also run into problems with moving the bones in edit mode after parenting. But also I think it would take a bit longer to calculate armature deformation (although I'm not sure), so I guess it's just pros and cons.
Hello, Pierrick Picaut I'm trying to get a katana in and out of its sheath easily. Without having to move the hand with the union of the katana handle, until its complete exit. I'm using your tutorial to get where I want. However, in the part of doing the initial process of Target_Bone_Sheath, when moving the TRGT_Bone, it occurred to me that a sheath did not move with the same intensity with the bone, as if there was a slow or smooth movement. Would you know how to help me through this process? Hugs
That help me so much! But that's one thing I want to know. If I want the weapon to appear and desapear how should I do? Like the weapon was invisible or the character has the super power of creating weapons...
Hi pierrick! I was wondering if your rigging course is still update to date, I'm really interested in getting it I'm just not sure if theres been a lot of changes in blender rigging since then. Appreciate the help!
@@GameDevStudiesFR imean you dont really understand it by watching a tutorial, sure it helps but you really get to understand it by playing around with it after youv created your own version EDIT: keep in mind theres a course you could take aswell, prolly explains it in the course
You could use a simple "child of" constraint and play with the influence but this is not something I would advise since this constraint can be pretty buggy. And combining multiple "child of" constraint is prone to error. I always try to keep my rig as simple as possible, trust me :)
I may have missed the part, but wouldn't you need to parent the MCH-SNAP-BATTLE-AXE-hand.R to the right hand IK? I can't seem to find where that happens. Otherwise when you move the hand, the weapon will just stay in place.
I did everything right except something at the end for the double handed mech. When I switch the MASTER Property from 1 to 0, the hands do not go back to their default position. They instead follow the MASTER CTRL bone near origin, while the weapon moves correctly back into place onto the back. How do I fix this?
ThankYou soo much Pierrick, is their a way where i can do both where the sword can snap to the character and as-well-as do the animation like thor where he grab the hammer slowly just like that with sword with my character?????
you dont need the same rig, you only need to make the bones, what iv learned is you can combine armatures the same way you combine mesh's so if you have an existing armature you can create a new one following this tutorial and after setting it up you could combine it with your existing character armature, if you really want a good rig you could use rigify to make your character's rig then join the 2nd armature to it, just remember to export without leaf bones and with only deform bones
Great video Pierrick. Everytime I got a problem with my custom rigs I just go immediately to your videos. I am creating a game where few combos will have a character throwing weapon in front of him and then having it materialize in his hand/weapon slots at the end of animation. This tutorial kind of gave me idea how I could handle it, by adding another bone parented to the root of character in 0,0,0 position and then making a driver similar to yours but with float expressions for smoother transition. The slight problem with this, is that everytime he decides to throw the weapon, I have to take the controller bone 0,0,0 into similar positon of hand bone before detaching it, instead of having it snapped to the hand aswell and making the animation easier to handle. Is there a simple solution in Blender that will make the bone detach from hand and then use the bone to freely move or I'm just overcomplicating it?
Hi, no that's the idea. You create a key positioning the weapon wherever it needs to be when released. You can make great use of this addon : fin.gumroad.com/l/yndvr
Whats is the difference between Copy transform and child of?? because I use child of to attach the bone or object to another, and the copy transform do the same, which one I should use?? Someone can answer me?? and thanks for the video pierrick, I want to buy your course, but I need to finish one that I already started XD
So I made the armature for the mannequin and the armature for the weapon in separate collections. I put them in the same collection, but I can't do the step at 6:15. It's not giving me the option to "keep offset". I think it's because the armatures are under separate tabs. Is there a way to fix this without starting this whole thing over?
hey there , this method is useful If I decide to export the character and the weapon to a game engine such as Unity? because I am planning to do a workflow ,for universal holding weapon, and then in code switch the weapons, but I need the same animations apply to differents weapon (of the same styke ,pistol, for example) ... but the most important thing I do not want to include extra bones in "avatar" in unity , I would like to see clean avatars in unity with property name convention. that is a little trick I am stacked for more than a 10 days with this problem of using weapons to unity , without compromising the avatar with extra floating bones (special for that who need to use in relation of the bone's character with the weapons). thx!
bro just export the 2 objects separated and once your character is performing the attack animation drop the game object that contains the weapon and put it under the palm bone as a child then adjust its position. Then if u need to change position create 2 empty game objects as reference points in both palms then create and script that take a transform sword then create 2 more transforms for point A and point B reference for the 2 empty game objects then set up a function that when u press A move the sword transform to point A.Transform and if u press other key move the sword transform to pointB.transform.
theoretically, if you made a mask to put over a character’s face, could you do this same thing? Like, if i want the mask to me removable, can i make it that way?
And this is one of the worst thing you could do. Never ever uncheckk inherite scale, or rotation in the bone relation properties as it's absolute. Meaning that you won't be able to scale your rig without breaking it.
@@PierrickPicaut_P2DESIGN How so? If you still need to scale the weapon for any reason, you can just reuse the same scale factor on whatever bone you're using to scale it. Unless this would somehow prevent you from scaling up your model in a game engine, this shouldn't be an issue if the goal is to scale the weapon independently from the parent.
Here are the different steps :
Adding new equipment to an existing rig : 01:49
Building the snapping mechanism : 02:38
Adjusting bone position : 04:21
Back pack slot : 05:39
Creating the custom switch : 08:17
Double handed mechanism : 11:23
Awesome tutorial, Pierrick! I'm learning so much from your videos. I'm now considering buying your courses because you explain things very well.
Quick tip: When you are dealing with the constraints switching, you can write a boolean expression instead of figuring out your quick maths. Since we are switching between integers, we can simply check for the numbers themselves:
Expression:
var == 1
The above expression will check if the var being passed in by the Data Path is equal to 1. This is more intuitive than trying to figure out differences between numbers.
var == 1, to check if the Custom Property is set to 1
var == 2 to check for 2, ... and so on.
What this will do is flip the influence between 1 and 0 based on the result of the expression. Very convenient in terms of switching between constraints where you only allow for one constraint to be active at a time!
Be sure to have two equal signs, it just means "is equal to" in programming since one equal sign is used for something else, but I digress.
Anyway, looking forward to learning more about Blender with your help!
Yes, I’m using booleans now. This one is kinda old
This is a great extension of your Rigging course. So glad I bought it, thanks for sharing your work!
Thanks for your perpetual support Marc
If someone has issues at 13:30 , you have to unparent CTRL-WEAPON-MASTER bone before parenting with hands, it was killing me before one guy resolved my problem! Also great fuking tutorial Pierrick, you the best
OMG thank you !
Wow, that really helps, but for the first "newbie" experience it seems too complicated, but don't be scared my friends, just pause and repeat the video when you have complication, and try to recreate carefully, step by step. And after that you will manage it and learn a lot of new, you'll see!
Double Handed Mechanism Fix:
There is a minor issue this tutorial misses (skips)
at 13:10 CTRL-BATTLE-AXE-MASTER had to have been unparented. Earlier when duplicating the Control Bone, it was still parented to the MCH-SNAP-BATTLE-AXE.
If you unparent at this step and apply the Master Control Driver to the Copy Transform Influence on CTRL-DEFORM, it will fix any issues.
Thank you. I finally solved it.
My hands were flying when I moved🥰
@@DanDanceMotion ajajaja
Can I just say: the illustrated runic Blender bone in the course promo touch and just goes to show how much you love this stuff.
My dude, this is exactly what i was searching for! Great video, pace and explanation is outstanding. I dont know how to come up with the process without looking for tutorial
Great job. Your work is brilliant. As a beginner I study in modeling and texture after complete both of them I wish to learn rigging so that i see all your videos n try to understand. Thank... For the 3d world.
Pierrick, thank you brotha! I have purchased all of your tutorials. Such an awesome and knowledgeable individual. Also, your English is getting better, as far as how pronunciation is concerned, I also wanted to say I appreciate you learning English as well because it allows you to pass down your skills. I just wanted to call that out because I can totally see you intentionally working on that to make it easier for us Americans, lol. Thank you sir!
Thanks Your words. Very much appreciated.
It is a very important topic I was looking for , and you have unique skills of rigging, but the explanation isn't nice , there are many steps you do without letting us know what's the exact matter of it
But anyway you still the best animator I have seen in CZcams
I dont know how to thank you... I was looking for this for weeks lol. Thank you
🖐🖐if possible please do make updated tutorial on this topic. completely understandable that this is advance topic, but it quickly turns into headache due to the nature of the topic & presentation, with having to keep track of so many bones, the quick operations performed without giving proper pause to register the previous info. tut is very fast & the voiceover, felt like you were reading the script in hurry & it being almost 4yr old, you've gotten so much better since then🔥
Thank Pierrick! Your course help me a lot at first understand, then make my own model and rig.
Hello Pierrick! Can you show breakdown of animation? Very interesting to see. And thanks for this video, very useful )
OK, I will do this :)
I will also post a timelapse of the animation process very soon
Thanks for your support
Please do animation content too when you can. Thanks
Very cool but can someone break down why we need so many duplicated bones at the same point? Its like I need a flow chart to understand what bone to use and why.
You need the controler of the axe. Then it's parent that will snap from one point to the other and finaly the different points in space.
This is a concept I've explained in detail in my course. One bone as a source, one intermediate bone that will copy the location, and/or rotation and/or scale, and one bone as a child that will inherit all of these but will be free to get transformed by the animator.
Pierrick the legend
exactly what I was looking for Pierrick! thanks a lot :) will try to watch and follow with my own character
Please use screencast and repeat this tutorial. It is had to follow listening only. Great tutorial !
This should be an add-on.
*I'll pay for that.*
maybe im just new to blender, but it would be nice to know why an axe needs what seems like 15 nested bones to achieve animation, haha.
You can animate an axe with just one bone but imagine coordinating frame by frame both hands in relation to the axe mid movement, it WILL be a pain, more so than preparing some mechanisms beforehand.
This is a very useful, simple AMAZING 😁💪
From inspector to blender amirite :P
Thanks Pierrick!
Thanks for your support mate :)
This video hurts my head. so many blink and you miss it moments that god help you if you miss them cause you get so far in just to wonder what your missing and why its falling apart
the animation is very cool !
i love it
Awesome, very helpful for beginners.
this video is kinda fast to follow, there are alot of hidden shortcut steps you did that got me lost
slow down playback speed
Rien que l'intro mérite un pouce bleu. :D
bro you can download the shortcut vur addons to make the tutorial easier
Thanks for explanation sir. REAL help me ❤️❤️❤️🙏
Thanks for the information
Amazing and informative as always. Please do the animation breakdown.
I don't understand what you said and did at 1:45 , please will you explain. I am new to using blender but this tutorial seems to be the most helpful. I am just struggling to understand what you are saying at time.
ctrl+SHIFT+C to add a conbstraint to a selected bone. you can activate the subtitles to help :)
@@PierrickPicaut_P2DESIGN I had the same question. Thanks for the answer!
Screen key cast for tutorials is very helpful, Future reference...from the future ;)
bone bone bone bone bone AAAAAAAAAAHHHHHHHHHH TOO MANY BONES
great tutorial!
great video. thanks for sharing your skills
Can you help me?
What if you have 2 o more rigs in your animation (character, rifle, pistol, melee)
how animate and how to export?
Animation is not the problem I have problems exporting FBX to unity always the exported is just keeping the last animation even animating in different actions in blender
Very Cool!!
-Just missing the Screencast keys(or similar) to help more se the keys presseds! :(
Thanks!
Are all these bones really needed? I get lost with so many bones
This is great quality but so hard to follow!
I am not sure why you do not directly work on the deformation bone but instead you copy a transformation from the def bone to a newly created tgt bone, is there any reason for that? you didnt explain it in the video, and if you are working on the tgt bone why you did copy tranform from def -> tgt, but not tgt -> def?
because in my logic you control tgt -> def, so, it should be ctrl bone -> tgt -> def -> mesh?
hello, im having a problem where the animation plays alright in editor but when playing in game engine the sword snapping mechanism doesnt work no matter what i try', it snaps to the bone in the center of the armature
did you fix it?
is the sword in the same rig?
Dont know if its a update or i missed a 000000.1 second clip of him saying something but cant get the 2 handed part to work. it just dose weird stuff now and cant figure out what is wrong. love that i wasted 3 hours on this 15 minute video for it to all be for nothing
Thank you!
Thank you for the tutorial, it is really helpful from learning it. but I do have one suggestion, i got confuse sometime when you didn't refer the bone by it name (e.g adjust the angel of the axe by selecting the end msh bone, on the screen I did not see you select anybone, i did saw the lift highlighted hand.L bone, I didn't know were you rotating the msh-snap-axe bone or the msh-snap-axe.hand.r bone...) it happen quite a lot in your video. it would be helpful if you could address them by their name.
i was quite confused aswell but if you peek at the top left while he is doing it you can see the name of the bone he is refering to once he has selected it, just gotta keep pausing and replaying sections to see what he is doing and get the name
It very confuse me as well ,,sorry to say this but it hard to understand
Is there any particular reason that you assigned the axe to the deformation bone with vertex groups, instead of parenting it? I mean, that's what I do, but I don't have a good reason for it and I'm in desperate need of an excuse.
This way, you can join the axe to another object or mesh, like the character and the rig will still work. While it wouldn't if it was parented to the bone. Also, it's a more corss platform way to deal with armatures... But parenting to the bone is totaly viable and doing it without a reason is perfectly fine :)
@@PierrickPicaut_P2DESIGN Thanks for the response! That makes sense. I meant that I always use vertex groups to attach geometry to bones. I suppose you could also run into problems with moving the bones in edit mode after parenting. But also I think it would take a bit longer to calculate armature deformation (although I'm not sure), so I guess it's just pros and cons.
Hello, Pierrick Picaut
I'm trying to get a katana in and out of its sheath easily. Without having to move the hand with the union of the katana handle, until its complete exit.
I'm using your tutorial to get where I want. However, in the part of doing the initial process of Target_Bone_Sheath, when moving the TRGT_Bone, it occurred to me that a sheath did not move with the same intensity with the bone, as if there was a slow or smooth movement. Would you know how to help me through this process? Hugs
That help me so much! But that's one thing I want to know. If I want the weapon to appear and desapear how should I do? Like the weapon was invisible or the character has the super power of creating weapons...
I would :
1) add a mask modifier with a driver to activate or desactivate it.
2) Or scale the object to 0 when you want it to disappear :)
@@PierrickPicaut_P2DESIGN thanks
Hi pierrick! I was wondering if your rigging course is still update to date, I'm really interested in getting it I'm just not sure if theres been a lot of changes in blender rigging since then. Appreciate the help!
Hi, it is still 99% up to date.
I covered the few changes in some youtube videos available on my channel and linked in the course
Where did you get that bone layers management tool in the side panel? Is it a built in addon or something you paid for?
It's free and done by a friend : gumroad.com/l/stdb
you're tutorial is so hard to understand
It's not a beginner tutorial.
@@PierrickPicaut_P2DESIGN not that its a beginner, you just didnt explain anything at all .
@@GameDevStudiesFR imean you dont really understand it by watching a tutorial, sure it helps but you really get to understand it by playing around with it after youv created your own version
EDIT: keep in mind theres a course you could take aswell, prolly explains it in the course
Alejandro yo también hablo español y andamos creo con los mismos problemas, si gustas podemos colaborarnos por discord
I agree. The explanation is confusing and unclear.
I found it very complicated there must be an easier way to put a gun in the hand of a personagen
You could use a simple "child of" constraint and play with the influence but this is not something I would advise since this constraint can be pretty buggy.
And combining multiple "child of" constraint is prone to error. I always try to keep my rig as simple as possible, trust me :)
thank you
this is for game assets i guess right? becouse for animation i think setting this up is not necesary
oh cool thanks man
Bro is the bone layer on your N-panel and addon?
3:38& 45 Make parent. { Select connect or keep office what keyboard command did you run for that
I may have missed the part, but wouldn't you need to parent the MCH-SNAP-BATTLE-AXE-hand.R to the right hand IK? I can't seem to find where that happens. Otherwise when you move the hand, the weapon will just stay in place.
I did everything right except something at the end for the double handed mech. When I switch the MASTER Property from 1 to 0, the hands do not go back to their default position. They instead follow the MASTER CTRL bone near origin, while the weapon moves correctly back into place onto the back. How do I fix this?
Hello Pierrick! Can you show a breakdown of the animation? Very interesting to see. And thanks for this video, very useful )
ThankYou soo much Pierrick, is their a way where i can do both where the sword can snap to the character and as-well-as do the animation like thor where he grab the hammer slowly just like that with sword with my character?????
0:51
how to rig like that...
i can't follow this tutorial..
you dont need it, just use the normal menues
you dont need the same rig, you only need to make the bones, what iv learned is you can combine armatures the same way you combine mesh's so if you have an existing armature you can create a new one following this tutorial and after setting it up you could combine it with your existing character armature, if you really want a good rig you could use rigify to make your character's rig then join the 2nd armature to it, just remember to export without leaf bones and with only deform bones
Are you using an addon for your bone layer management?
I was using the bone Manager addon but with 4.0 I don’t use addon anymore.
Great video Pierrick. Everytime I got a problem with my custom rigs I just go immediately to your videos.
I am creating a game where few combos will have a character throwing weapon in front of him and then having it materialize in his hand/weapon slots at the end of animation.
This tutorial kind of gave me idea how I could handle it, by adding another bone parented to the root of character in 0,0,0 position and then making a driver similar to yours but with float expressions for smoother transition.
The slight problem with this, is that everytime he decides to throw the weapon, I have to take the controller bone 0,0,0 into similar positon of hand bone before detaching it, instead of having it snapped to the hand aswell and making the animation easier to handle.
Is there a simple solution in Blender that will make the bone detach from hand and then use the bone to freely move or I'm just overcomplicating it?
Hi, no that's the idea.
You create a key positioning the weapon wherever it needs to be when released.
You can make great use of this addon : fin.gumroad.com/l/yndvr
Legit amazing! How would you do it for armor?
merci beaucoup
my question is: how do you animate the weapon swapping?
make some material with disolving or something, hide your weapon, change its location, show the weapon
Whats is the difference between Copy transform and child of?? because I use child of to attach the bone or object to another, and the copy transform do the same, which one I should use?? Someone can answer me?? and thanks for the video pierrick, I want to buy your course, but I need to finish one that I already started XD
So I made the armature for the mannequin and the armature for the weapon in separate collections. I put them in the same collection, but I can't do the step at 6:15. It's not giving me the option to "keep offset". I think it's because the armatures are under separate tabs. Is there a way to fix this without starting this whole thing over?
tremendo
Hey pierrick one question, how do you make the extra bones compatible with unreal engine?
Hey there, is there a way to allow the axe to keep it's transform data when unconstrained from the hand?
Yes, Ctrl+A, apply visual transform to pose
@@PierrickPicaut_P2DESIGN What would happen if you parented the MCH-SNAP-BATTLE-AXE-hand to the IK control of the hand?
hey there , this method is useful If I decide to export the character and the weapon to a game engine such as Unity? because I am planning to do a workflow ,for universal holding weapon, and then in code switch the weapons, but I need the same animations apply to differents weapon (of the same styke ,pistol, for example) ... but the most important thing I do not want to include extra bones in "avatar" in unity , I would like to see clean avatars in unity with property name convention. that is a little trick I am stacked for more than a 10 days with this problem of using weapons to unity , without compromising the avatar with extra floating bones (special for that who need to use in relation of the bone's character with the weapons). thx!
how would i change the weapon position once in unity
bro just export the 2 objects separated and once your character is performing the attack animation drop the game object that contains the weapon and put it under the palm bone as a child then adjust its position. Then if u need to change position create 2 empty game objects as reference points in both palms then create and script that take a transform sword then create 2 more transforms for point A and point B reference for the 2 empty game objects then set up a function that when u press A move the sword transform to point A.Transform and if u press other key move the sword transform to pointB.transform.
theoretically, if you made a mask to put over a character’s face, could you do this same thing? Like, if i want the mask to me removable, can i make it that way?
Sure, it can work with anything you want to attach. Here we're showing a weapon as an exemple but it doesn't matter what you're using.
Pierrick Picaut okay, thank you!
are you giving us for free the animation course ? or this videos are not related ?
I followed this tutorial, but my weapon keeps rotating and scaling itself everytime I click on my timeline
auto ik activated ?
Hey Hi! Can someone please tell what the song is plays in 14:50?
hi there, this work in unreal engine?
At 3:40, what if I can't move the CTRL bone?
Fixed it (somehow.... I would still like an answer to my question for future reference)
What would I do if the character I have is a dual weapons users
Just create a constraint for each weapon.
I can't follow this.
There has to be an easier way to do this😥
Would this method work for armor?
Zam Paul sure, the idea is to snap an object to a position. So you can use it for anything.
@@PierrickPicaut_P2DESIGN Thank you for the reply, I'll get to it right away! ^^
There's an easier way to ignore scale for the back slot. Select the bone, go to Bone Properties -> Relations -> Inherit Scale. Set it to None.
And this is one of the worst thing you could do. Never ever uncheckk inherite scale, or rotation in the bone relation properties as it's absolute. Meaning that you won't be able to scale your rig without breaking it.
@@PierrickPicaut_P2DESIGN How so? If you still need to scale the weapon for any reason, you can just reuse the same scale factor on whatever bone you're using to scale it. Unless this would somehow prevent you from scaling up your model in a game engine, this shouldn't be an issue if the goal is to scale the weapon independently from the parent.
How the fuck do you know all this? Where did you learned all this settings and stuff?
I hope i dont have to do all of this every single time*-*)/ das a lot...
I had to stop watching because i dunno what and where my deformation bone group is suppose to be...