Damp Track Tail (Blender Tutorial) - 2024

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  • čas přidán 14. 07. 2024
  • How to create a flowy tail using damp track and fk bone constraints In Blender.

Komentáře • 31

  • @debokkavadebokkava796
    @debokkavadebokkava796 Před 2 měsíci +2

    great , amazing , i was searching for this one

  • @senwongsenimation
    @senwongsenimation Před měsícem +1

    This is really helpful! Thank you very much!

  • @vivianmello1278
    @vivianmello1278 Před 2 měsíci +1

    just when I'm starting to learn blender! I'm trying to sculpt a cute fox, a quadruped, in my style, and her legs aren't normal quadruped legs. So i'm heaving a really hard time founding alternatives hahahaha thank you for your vid!

    • @tylerscoding
      @tylerscoding  Před 29 dny

      Thats exciting how did the fox turn out id love to see it😊

  • @cyberwolf570
    @cyberwolf570 Před 2 měsíci +1

    Thank you so much for this video! It really helped me :)

  • @ezgit6519
    @ezgit6519 Před měsícem +1

    Thank you 🙏🙏🙏

  • @StarsStellar
    @StarsStellar Před 11 dny +1

    If anyone is unable to Ctrl+Shift+C at 5:12 and you have it on pose mode, then I suggest seeing if anything else in your PC has that same hotkey (like a AMD graphics card)

  • @giorgifolio
    @giorgifolio Před měsícem +1

    thanks

  • @POLY__3D
    @POLY__3D Před 4 měsíci

    HI mom, I'm on TV !

  • @ManagerClodagh-qq5fp
    @ManagerClodagh-qq5fp Před 2 měsíci

    Hi! Awesome video dude, it really helped me with my project! One problem tho, there is one chain that no matter if I follow this video word by word, the deforming bones will separate when rotating instead of staying as a chain. Of course the effect is the same but I can’t tell why is that happening… I’ll be forever grateful if you could give me some type of answer. Cheers!

    • @tylerscoding
      @tylerscoding  Před 2 měsíci

      Thank you 😊, and I believe if you add 1 keyframe to the root bone I usually do scale it should fix your issue its an odd thing that happens with damptrack but when you add a keyframe it usually fixes any issues like that.

  • @tuanngo-ei6pt
    @tuanngo-ei6pt Před 2 měsíci +1

    a question pls, what if i use only damped track constraint, I found that the same result

    • @tylerscoding
      @tylerscoding  Před 2 měsíci +2

      The damptrack has a delay on it so I use an extra bone so the rotation is always in the exact direction you want, however the damptrack method is great even without the second set

  • @helloitsokyrago
    @helloitsokyrago Před 2 měsíci

    i have to export in alembic in order to use it because it resets and messes up hair particles in render

    • @tylerscoding
      @tylerscoding  Před 29 dny

      Sorry for the late responce I can help if you weren't able to find a solution

    • @helloitsokyrago
      @helloitsokyrago Před 29 dny

      @@tylerscoding i think exporting is only way we can stop it from resetting

    • @cozzy124
      @cozzy124 Před 9 dny +1

      i still remember your comment
      "finally i have all knowledge
      sculpting modeling texturing
      fluid sim
      rigging
      animation
      jiggle physics"

  • @belpetr1
    @belpetr1 Před měsícem +3

    This is an incorrect setting. Because it uses a cyclic dependency. You cannot define the purpose of restricting the bone descendant. This leads to failures. This is especially noticeable in complex installations. Instead, create a soft body. Tie it to the first bone of the chain and set the vertices of this object as the target for the bones.

    • @saurabhshanshni
      @saurabhshanshni Před měsícem

      It's not Useless, These techniques used in Game Industry ( I Mean in Every Game ) cause you can't Simulate everything in Game that's why these techniques are Made 🙂

    • @belpetr1
      @belpetr1 Před měsícem +2

      @@saurabhshanshni Of course, you can do whatever you want. But in this case, there is a fundamental mistake in rigging. You cannot specify a restriction on a bone that is lower in the hierarchy (on a descendant bone). It turns out to be a cyclical dependence. After you have moved your system, select all the bones and try to return it to its original form using the alt + R command. You will see that you need to click several times. This is due to the fact that the computer does not process the data in the correct sequence.

    • @emeraldviolet2001
      @emeraldviolet2001 Před měsícem +1

      You are correct, anyone that tries to use this rig for more than a single movement will see for themselves. Just get wiggle bone addon.

    • @tylerscoding
      @tylerscoding  Před 29 dny +1

      This method does create a circular dependancy which is why one bone needs to have a keyframe, in this method you have to play the timeline to reset the bones. never the less its a very nice technique if used right. the purpos of this method is to avoid sim stuff lol

  • @ISlayerSwift
    @ISlayerSwift Před měsícem

    I don't like that voice but ty, Nice tutorial

    • @ISlayerSwift
      @ISlayerSwift Před měsícem

      (sorry for say that, you're a kidness person)

    • @tylerscoding
      @tylerscoding  Před 29 dny +1

      Thank you and lol

    • @AMTx1138
      @AMTx1138 Před 3 dny +1

      @@tylerscoding I think your voice is really chill and peaceful fwiw