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[#6] Rigging an arm for a walk cycle in Blender | IK or FK? 

TheKiwiCoder
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The differences between IK and FK can be subtle but important. This video covers some subtle differences in motion between IK and FK, and also how to rig and arm for inverse kinematics.
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13 ноя 2020

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Комментарии : 23   
@cadentan9083
@cadentan9083 2 года назад
This series of videos is definitely the best blender rigging tutorial I've found on RU-vid. You have very clear explanations where you show what you're talking about and you cover all the things someone might be wondering too.
@LewdicideMouse
@LewdicideMouse 3 месяца назад
I absolutely love your series on rigging, and it has been an absolute life saver in a lot of cases, but I'm a little disappointed on the IK side for the arms in this video. Perhaps for a walk cycle, FK would be more useful, but an IK rig for expressive arms is better for character acting a lot of the time. I guess asking for more would defeat the point of the series' beginner-friendliness, but I would love to see you, who has explained everything so far in such great ways, do stuff like bendy bones, UI menus, pose libraries, and more. But that's just me. Thank you for these videos! They're the best!
@TheKiwiCoder
@TheKiwiCoder 3 месяца назад
Yeah I agree IK is still useful in a lot of scenarios. It’s pretty common to have an IK switch control that can be keyframed to switch between which I didn’t really cover.
@Justfillintheblank
@Justfillintheblank 3 года назад
Amazing tutorial. Probably the best for understanding IK/FK.
@TheKiwiCoder
@TheKiwiCoder 3 года назад
Cheers matey!
@stalkerkk
@stalkerkk 3 года назад
Thank you very much.
@TheBrother34
@TheBrother34 3 года назад
That's a unique approach to arm kinematic animation. This is real nice, thank you for the tutorial!
@johndoubleub
@johndoubleub 2 года назад
These tutorials are fantastic, I did rigging in the past using maya and honestly all the tutorials I've come across on this topic in blender are either not detailed enough or following them result in something that isn't a great animating experience. I like that you also do something and then explain what that has done when other things have to be altered to keep pre-existing functionality, all round good tutorial
@ethanwebb2035
@ethanwebb2035 3 года назад
Hey is there any way you could make a third person melee combat system tutorial following your other third person tutorials? That would be really helpful. Keep up the good videos, already subscribed!
@phanhang3825
@phanhang3825 7 дней назад
bạn xứng đáng nhận giải thưởng . Tôi yêu video này
@user-nz5io3pm3n
@user-nz5io3pm3n 2 года назад
thank u so much. i clear my problem. thank u
@aliakdogan9426
@aliakdogan9426 2 года назад
thank you
@deimosoverkill
@deimosoverkill 3 года назад
man this is great!, i have one question: if i want to attach a gun to my character in unity later on; is it better to rig it in blender without hand IK´s ,and animate the idle/walk with simple handFK´s (and no gun gestures)? to then use the "animation rigging" package inside Unity to rig the hand IK´s there, and layer/override the idle animation there? is that the way it works? sorry if that´s a bit convoluted of a question... im just trying to make sense of the "pipeline", and few people talk about this. Cheers!
@husko_racing
@husko_racing 3 года назад
Hi, so can you tell how to add a marker instead of the point in the zooming video gun like when your are not aiming = extended aiming= +
@wafphlez
@wafphlez 3 года назад
genius
@carlosAlexandre-ny7dt
@carlosAlexandre-ny7dt 2 года назад
i would like put an constrain spline control?the process is the same similar bones?
@TheGreatAwesome
@TheGreatAwesome 7 месяцев назад
I set up the arm just like in the video but the hand is coming off if I move it too far. It looks like it's lock to the arm in the video. Also, if I do the child of, the hand goes all over the place, kind of orbiting IK bone when I move it.
@rikmertens6353
@rikmertens6353 2 года назад
1:47 ik arm set-up 3:32 make hand child-of wrist ik 4:02 testing
@Cobblestoned100
@Cobblestoned100 3 года назад
how about just keeping the ik for some general posing and then you can still use the fk setup if you want to make a walk cycle?
@Cobblestoned100
@Cobblestoned100 3 года назад
I figured out a really great alternative to the FK setup for the arms. Step 1: You create a shoulder rotation bone as parent for the elbow pole target and the hand controller with the Child Of constraint. It already works but the hand rotates kind of weird. Step 2: You create a driver for the hand rotation that uses two variables. the x rotation of the hand controller and the x rotation of the shoulder rotation controller. then you substract the two vars. Now you have a nice IK Setup with the same rotational functionality as the FK one.
@Cobblestoned100
@Cobblestoned100 3 года назад
To add more control you can add similar drivers for y and z rotations
@themerpheus
@themerpheus 3 года назад
Hi, I appreciate the work you do. But I gotta say, that low-fi music that keeps going in the background is pretty disturbing. I'd suggest you remove background music and just leave it the speech.
@Keith-rd2uh
@Keith-rd2uh Месяц назад
how is it disturbing
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