Learn how to add drivers to shape keys in Blender 2.83 Alpha. This is an update to a tutorial I did a few years back. This is a vital part of the character workflow. FREE Blendswap Model: www.blendswap.com/blend/24902 Patreon► / pixxo3d
Good tutorial. Not only you know what you're talking about and explaining it well, you're also great to listen to, quick on your feet, entertaing and insightful at the same time. Great. :)
This is a very good tutorial and easy to follow up to 8:46 when it becomes quite advanced and difficult to follow while one creates one own drivers. The steps to follow are intricate and moving back and forth from ones' own window makes one lose the thread. I found it best to write the steps onward from 8: 46 down as a list and work from the list, and then catch up afterwards. It is the better choice to download the character used in the tutorial, it is free and very considerately and kindly made available by our tutor. What I would like to see is how to make a one single optional driver that moves both eyes simultaneously. In the comments Michael Holloway has the question; why do we not do the opposite, and move a bone by means of shape keys that has the very convenient slider. Thanks to PIXXO 3D for this exemplary tutorial that is free from the usual irritants such as bad elocution and sordid background "music/noise".
This video helped me a lot. I followed every step and it wasn't working. The bone moved the area of my character's face without following the shape keys. I clicked in DEFORM (turn off) in bone properties and it worked. If the same thing happens to someone, maybe it will help.
My shape key goes from -1 to 1. What do I set in the Driver Graph Editor in order to constrain both the positive and the negative. What if I want -1 of the shape key to be affected by 0 on the bone...meaning, I don't want to drag the bone down to get to -1, rather I want -1 to be happening at the bone's "starting position"
Do you have any idea how shapekeys can be used as driver between two objects? Example: I have a face with shapekeys and a set of teeth as a separate object. I want to use the shapekey opening of the mouth at object A (face) as driver for the movement of the jaw at object B (teeth). I can't figure out if and how this is possible.
"Because this character is perfectly Geometrical" Uhh, you meant "Symmetrical". Just messing with yah. I know how difficult it is to do two things at the same time. Keep it up! More tutorials to come!
9:48 Note: you have to right click over the number specifically or the value field below. I momentarily got stuck on this step because I thought I could just right click anywhere on the highlighted line.
I saw your videos on RU-vid and I'm just starting animation and I have a lot of questions. I rigged all my characters with Auto Rig pro NOT rigify. The characters have shape keys to go with the elevation of the shoes (no shoes, boots, high heels etc). I would like to attach and remove the shoes with the rig of the character and animate them. I don't want to make separate animations for different shoes. Like how they do video games where you can customize your character and give them different clothes and shoes How do I achieve this?
What you have to do is, instead of just using var as your expression in the driver editor, use "var if var > 0 else 0" or "var if var < 0 else 0" and it will do what you need
But why? Why do you want to create a driver bone AFTER you've created a shape key? I'm trying to find out how to do the opposite. I have a model with the Rigify face rig and I'm trying to use it to now make shape keys. I'm starting to think that I wasted my time with learning rigging when my goal all along was to make shape keys.
Sure about that? I just followed the whole tutorial and it worked, I'm on blender 3.0. You have to rightclick on the numbers/value (or pres ctrl+D), it should appear.
@@IamRash Yeah, I found that part out days latter. A lot of tutorials don't say you click on the number itself. I was clicking on the group names, which doesn't bring up most of the options when done.
Once you have a Pose library I really do not see the point in making drivers. Once you get used to working with pose libraries adding drivers is an over kill. And making one side of the face smile is also a waste of time if you are new to animations as most of your smiles use both sides of the mouth. The same is true for blinking eyes. 99% of the time you blink with both eyes at the same time. So why waste time making a blink motion for each eye.
i dont agree. adding drivers is surely up toto the person but individual shape keys is a must in my opinion if you are going for very customizable and realistic animation. obviously it always depends on what you do but if you want a high set of expressions, you need it. for example a confident smirk is only possible if one mouth corner is higher. same as winking at someone with one eye only. also slightly different blinking speeds also gives a cool touch to some realistic animations. its a small detail but i like it. so yeah its surely not needed in every case but i definitly wouldnt call it waste of time
Drivers as a concept are still good to learn to have supporting shapekeys you dont want to manually change every time. Shoulder are often a spot where certaint positions look weird on the mesh, cause shoulder IRL have more than 2 sticks controlling all of it. So having a shapekey that fixes these issues (for example if the arm is raised up) that automatically applies itself based on the rotation of the upper arm bone sure is usefull. Also have you heared of winking or smirking?
@@ceepert2153 Dude I have been learning 3d meshing and animation since 2000. I started with Animation Master, then 3ds Max and I only got into Blender 4 years ago. From my experience if you are forever waiting for the next update or feature then you are never going to create anything that sells. If you are forever trying to get the shoulders to look correct then you will be forever trying to fix things that do not need fixing. The companies that make tools for artiest are only interested in selling their tools even if you do not need them