Комментарии:
When normal joints just aren't enough~
ОтветитьWow problem solved under few secs
ОтветитьY que pasa con la cadera
Esa parte deforma feo
info: this is also called sphere deformation (SDEF)
ОтветитьBut rigify is not working in this rig. Error message : Thigh.L Heel bone not found.
Ответитьfor people who don't understand how he rotated both bones at the same time, set transform pivot point to individual origins and select both bones
ОтветитьNo matter what issue I seem to be facing, you almost always have a tutorial for it.
60 seconds. 60 seconds! I would've spent hours fussing with weight painting and really hacky solutions only to maybe eventually come around to this simple technique on my own.
I fucking love you~
this work for retarget in unity??
ОтветитьQuestion, i have a human model and the fingertip of the right thumb has no bone joint, so it's not posable. How do i update the bone rig to make it movable?
ОтветитьThe "Preserve Volume" option in the Armature modifier is also a god send for keeping the shape of the joints on an organic model.
ОтветитьWow, that's a well spent minute. Cheers
ОтветитьThe VOICE changed LOL
ОтветитьI know this was posted 3 years ago but I'll make questions anyways, will this work on the other leg having the mirror on? If not, do I have to mirror the whole rig after I do this? Will that mess up the rest of the rig?
😅
That's... brilliant.
ОтветитьI know this video is still working, but I would like to know how to to do it in Unity, since the Humaniod system doesnt have a driver
ОтветитьI'm working on a game and I decided to use this tutorial cause I wanted to try something new. I didn't do anything with the arms and kept them basic.
ОтветитьFantastic
ОтветитьIt's like valuable tutorials only appear after at least 30 hours of searching. Where were you all my life.
Ответитьyeah done.
Ответитьyou are amazing.....
ОтветитьI just got a much better result doing this. Thank you.
Ответитьand the IK control chain number should be +1?
Ответитьfigured the knee out myself but thigh deformation is hell when going into aa legs crossed possition, even with the added bones!
ОтветитьShould the shin bone be "connected" to the knee bone. Specifically, shin.L has parent knee.L. Also, I see that "Connected" is grayed out for "Pose" mode, but is not grayed out for "Edit" mode. In Edit mode, under "Relations" I can click the "Connected" box. Is this necessary?
ОтветитьI dont know what I did wrong, but in pose mode the knee looks like its repelling to the shin like a magnet.
rotating the knee in edit mode doesn't rotate the shin with it instead having a broken line connecting the two.
I have it that the shin is parented to the knee and the knee too the thigh. but im not sure where I've gone wrong
Why the rig cheeked up tho 😅
Ответитьty!
ОтветитьMaster class!! thank you
Ответитьanybody knows how to implement this for a rigify rig? it's so confusing
Ответитьthank you
ОтветитьYou can subdivide and move the bone to make it even easier. Cheers
ОтветитьDoesn't this break your IK setup?
Ответить🙂🙃👌
ОтветитьDoes it work with metarig? Becouse I get only error message list index out of range...
Ответитьmy extra knee joint wont rotate at all any ideas?
ОтветитьWow I found exactly what I was looking for, basically.
ОтветитьHeckin love your tutorials! straight to the point, not overlycomplicated, and crazy useful!
Ответитьyour videos are the best on the whole internet dude
Ответитьamazing!
ОтветитьThis guy sounds just like slim cognito, from ratchet and clank, trying to sell me illegal weapon mods. great tip btw
ОтветитьGood tutorial, got my answer 👍
ОтветитьYour videos are a godsend, I'm no artist and unlike the 20 minute tutorials that meander along explaining the history of a view panel your videos got me rigging a model for animation.
ОтветитьOH my gooodness! You're a lifesaveR! You just solved my problems in just a minute long video..freakin awesome.
ОтветитьNew bone is not added to vertex paint groups
ОтветитьThis guy is too awesome for words. Do you teach people how to use unity and unreal too? We need more people who get right to the point.
ОтветитьBruh why am I not subbed yet? Well, here you go king.
ОтветитьI wondered why this messed up my model's knee but then remembered my IK chain length was set to 2 and now it was one bone longer, so it worked after changing it to a chain length of 3.
ОтветитьCan this be applied on human metarig?
Ответить