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.
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 🙂
@@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.
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
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!
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!
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.
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
Thank you for makign this content. Can you do a sample for sculpting for this please? like real project application for baking? if I have substance painter, can I just do baking and texturing there?
Hello TylersCoding, nice tutorial. I wanted to know whether you know how to add the function to move the object. Like first to move the object and then rotate it and maybe move it again. I wanted to recreate a similar game like on this website: *mathigon*.org*/tangram* (without *) But it does not seem to work. I added a script (see underneath) and your rotation-script. But the object moves only coincidentally around. Hope you can help me. Thanks in advanced. ------------------------------------ using UnityEngine; using System.Collections; public class Move : MonoBehaviour { private Vector3 screenPoint; private Vector3 offset; void OnMouseDown(){ screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position); offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z)); } void OnMouseDrag(){ Vector3 cursorPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z); Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(cursorPoint) + offset; transform.position = cursorPosition; } }